Classes, Fighter

Brawler (Martial Archetype)

The archetypal Brawler forgoes the use of heavy armor and weaponry for the various forms of unarmed combat. Versatile and agile, these fighters turn their bodies into their most valuable weapon.

This is another Pathfinder-inspired subclass. The Brawler is basically what happens when you combine the martial arts of the monk with the combat prowess of the fighter. It is worth mentioning that I increased the damage dealt by martial arts compared to the monk. In my opinion, martial arts damage is a bit low at higher levels and I would personally use the damage listed for monks as well.

Brawler’s Strikes

Beginning when you choose this archetype at 3rd level, you begin to practice a brutal form of martial arts. You gain the following benefits while you are unarmed and you aren’t wearing heavy armor:

Fighter LevelDamage
3rd1d6
5th1d8
11th1d10
17th1d12
  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
  • You can roll a d6 in place of the normal damage of your unarmed strike. This die changes as you gain fighter levels, as shown in the Damage column of the table.

At 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Fast Movement

Also at 3rd level, your speed increases by 10 feet while you aren’t wearing heavy armor.

Knockout Blow

Starting at 7th level, you can unleash a devastating attack. When you hit an enemy with your unarmed strike, you can attempt a knockout blow. The target must succeed on a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be knocked unconscious for a number of rounds equal to your Strength modifier (minimum of one).

You can attempt a knockout blow once per long rest using this feature. You can use this feature twice between long rests when you reach level 15 in this class.

Awesome Blow

Starting at 10th level, when you hit an enemy with your unarmed strike, you can attempt an awesome blow. The target must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be pushed up to 15 feet away from you.

You can use this feature a number of times equal to your proficiency modifier. You regain all uses after a short or long rest.

Sundering Blow

Starting at level 15, when you hit an enemy with your unarmed strike, you can attempt a sundering blow. The target must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or drop one item held or worn by the target of your choice.

You can use this feature a number of times equal to your proficiency modifier. You regain all uses after a short or long rest.

Unstoppable Force

Starting at level 18, you double your Dexterity modifier when determining initiative.

Additionally, you have advantage on all ability checks and saving throws made to resist being forcibly moved or restrained.