Brawler Class Features
Brawler Class Art
Brawler
Brawlers emphasize brute strength and improvised weapons, excelling in close-quarters combat with raw physical dominance. Masters of resilience and grit, they turn anything into a weapon and thrive in light and medium armor.
1 - Improvised Combat
You gain proficiency in Athletics, improvised weapons, and thrown weapons.

Improvised and thrown weapons deal 2d6 damage unless their normal damage die is higher.

Additionally, when wearing light or medium armor, you can use your Strength modifier instead of Dexterity to calculate your Armor Class.

6 - Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
11 - Relentless Fighter
When you are reduced to 0 hit points but not killed outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
16 - Indomitable Might
Your physical might surpasses mortal limits. When you make a Strength check, you can treat any result lower than your Strength score as equal to your Strength score.

Additionally, your melee and thrown weapon attacks deal extra damage equal to your proficiency bonus.

Brawler Subclasses

Barbarian Brawler
Barbarian Brawler
Rage (1st Level)

As a bonus action, you can enter a rage for 1 minute (ends early if incapacitated or wearing heavy armor). While raging:

  • Your Strength weapon attacks deal bonus damage equal to your proficiency bonus.
  • You have resistance to all damage except necrotic, psychic, and radiant.
  • You have advantage on Strength saving throws.
  • You can’t concentrate on spells.

You can rage a number of times equal to your proficiency bonus, regaining all uses on a short or long rest.

Mindless Fury (3rd Level)

You can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

Relentless Avenger (6th Level)

Your anger helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.

Retaliation (10th Level)

When you take damage from a creature within 5 feet, you can use your reaction to make a melee weapon attack against it.

Call the Hunt (14th Level)

The beast within grows powerful. When you enter rage, choose willing creatures within 30 feet equal to your Constitution modifier (min 1). Until your rage ends, they gain your Reckless Attack feature and you have advantage on saving throws against being frightened. You gain 5 temporary HP per creature that accepts.

You can use this feature a number of times equal to your Constitution modifier (min once). Regain uses after a long rest.

Avatar of Wrath (19th Level)

When you enter rage, you become an avatar of destruction. While raging:

  • You can't be paralyzed, restrained, or grappled, and your movement ignores difficult terrain.
  • Critical hits against you become normal hits.
  • When you take the Attack action, you can make one additional weapon attack.
  • When you reduce a creature to 0 HP, you can immediately move up to half your speed and make one melee weapon attack as part of the same action.

These effects last for the duration of your rage.

Carrion Brawler
Carrion Brawler
Tenacity (1st Level)

Your body is hardened by pain, hunger, and endurance. You gain a pool of Tenacity points equal to your Brawler level + your Constitution modifier. You regain all expended Tenacity points when you finish a long rest.

You can spend 1 Tenacity point to do one of the following:

  • End one condition affecting you.
  • Remove one level of exhaustion.
  • When you are reduced to 0 hit points but not killed outright, you can instead drop to 1 hit point and remain standing.
Scavenger’s Instinct (3rd Level)

You have lived off scraps, fungus, and bones in the depths of the world. You gain expertise in Survival checks.

You are immune to the poisoned condition caused by spoiled or contaminated food, and you can identify edible or drinkable substances in the Underdark without a check.

Vengeance (6th Level)

Your fury flares when death is near.

When a creature within 5 feet of you reduces you or an ally to 0 hit points, you can spend 1 Tenacity point to make a melee weapon or unarmed attack against that creature with advantage. If it hits, it deals additional damage equal to your Brawler level.

Grim Focus (10th Level)

Pain narrows your focus and strengthens your resolve. When you fail a saving throw or ability check, you can spend 1 Tenacity point to reroll it.

Deathless Resolve (14th Level)

You cling to life with terrifying grit.

You have advantage on death saving throws. When you fail a death save, you may spend 1 Tenacity point to succeed instead. However, failed death saves are not removed until you complete a long rest.

If you succeed on three death saving throws, you immediately regain 3 Tenacity points and stabilize.

Abyssal Awareness (19th Level)

Your senses have fully adapted to the suffocating dark. You gain blindsight out to 60 feet.

While in darkness:

  • You have advantage on Dexterity (Stealth) and Wisdom (Survival) checks.
  • You gain +5 to initiative.
  • You cannot be surprised by creatures you are aware of within range.
Gladiator Brawler
Gladiator Brawler
Master of the Arena (1st Level)

You gain expertise in the Acrobatics skill.

Your weapon attacks score a critical hit on a roll of 19 or 20.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Challenger's Mark (3rd Level)

When you hit a creature with a melee weapon attack, you can choose to mark it until the end of your next turn. While marked:

  • The creature has advantage on attack rolls against you.
  • It can’t willingly target another creature with an attack or harmful ability while you are within 60 feet and visible to it.
  • You can use your bonus action to attack the marked creature. If it dies, you can move up to your movement and mark a new creature.
  • If a marked creature misses you, you can use your reaction to attack it.

You can mark a number of creatures equal to your Strength modifier (minimum once), regaining uses on a short or long rest.

Brutish Durability (6th Level)

Your toughness allows you to shrug off assaults that would devastate others.

Whenever you make a saving throw, roll 1d6 and add it to your saving throw total. If this bonus brings a death saving throw to 20 or higher, you count it as a natural 20.

Devastating Critical (10th Level)

When you score a critical hit with a weapon attack, you gain a bonus to that weapon’s damage roll equal to your Brawler level.

Unyielding Glory (14th Level)

Your weapon attacks score a critical hit on a roll of 18–20.

At the start of your turns, if you have half or less hit points, regain 5 + your Constitution modifier hit points. Not if at 0 HP.

Challenger (19th Level)

Your attacks against creatures marked by your Challenger's Mark are always critical hits.

You can now use Challenger's Mark at will.

Interceptor Brawler
Interceptor Brawler
Interception Fighting Style (1st Level)

When a creature you can see hits a target other than you that is within 5 feet of you with a weapon attack, you can use your reaction to reduce the damage the target takes by 3d4 + your proficiency bonus. If the damage is reduced to 0, the target still takes damage equal to your proficiency bonus.

This damage reduction increases to 4d4 at 6th level, 5d4 at 11th level, and 6d4 at 16th level.

Protecting Leap (3rd Level)

When a creature you can see within 15 feet of you is targeted by a melee weapon attack, you can use your reaction to move up to your speed to a space adjacent to that creature. This movement provokes opportunity attacks as normal. If you end this movement within 5 feet of the attacker, you can choose to become the target of the attack instead.

When you do, the damage is reduced by an amount equal to your Interception Fighting Style bonus.

The range of this feature increases to 30 feet at 6th level, 45 feet at 11th level, and 60 feet at 16th level.

Tactical Momentum (6th Level)

When you provoke an opportunity attack as part of Protecting Leap, the attack is made with disadvantage.

If the attack misses, you can push the attacker up to 5 feet in a straight line and knock them prone, provided they are no more than one size category larger than you.

Brace for Impact (10th Level)

When you use Protecting Leap, you gain temporary hit points equal to your Constitution modifier (minimum of 1) until the end of your next turn.

If you lose these temporary hit points due to damage, the attacker takes force damage equal to the amount of temporary hit points lost.

Endless Stamina (14th Level)

When you use your reaction to activate Protecting Leap, you immediately regain the use of your reaction.

You can regain your reaction this way a number of times each round equal to your proficiency bonus.

Fierce Defender (19th Level)

You can add your Strength modifier to the damage reduced by your Interception Fighting Style.

When you intercept an attack using Protecting Leap, you can make a ranged weapon attack against the attacker as part of the same reaction. On a hit, the attacker takes force damage equal to your Strength modifier plus your proficiency bonus.