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Not for resale. Permission granted to print or photocopy this document for personal use only. EXTREME BRAWLER 1
Extreme Brawler
D&D Character Build Guide
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2 EXTREME BRAWLER Not for resale. Permission granted to print or photocopy this document for personal use only.
Ground and pound Step 3 — Ability Scores
One of the new character options in Tasha's
STR DEX CON INT WIS CHA
Cauldron of Everything creates an opportunity
to explore a popular concept and one we think is 14 (+2) 13 (+1) 15 (+2) 8 (-1) 13 (+1) 9 (-1)
really fun and cool and now it's got mechanical
support — no reflavoring necessary! — Nerdarchy
Step 4 — Background
Start to finish Entertainer (Gladiator)
This character was born to brawl. As they came up
in the fighting pits they gained respect as both a
We know how rare it is to complete a 1st-20th combatant and showperson, making a name for
level campaign and how often players participate themselves when they were caught weaponless
in one shots and campaigns that might only reach against an opponent. The crowd loved the
10th level or so. When we create these guides we determination to fight on and win!
focus on making them fun, interesting, useful and
effective from the start. You won't find characters
who only "get good" at certain levels — these Skills: Acrobatics, Performance
CBGs hit the adventuring road with the abilities Tools: Disguise Kit, Drum
they need to thrive and quickly develop a reliable
collection of features that only continue to get
better as they gain experience. Step 5 — Class and Level Progression
Choice options that are of particular importance
Step 1 — Race to this character’s effectiveness are in bold.
Skills: Acrobatics, *Athletics, Insight, Intimidation, 31. • Centaur Templar Character Build Guide
Perception, Performance 32. • Real Heal Bot Character Build Guide
Tools: Carpenter's Tools, Disguise Kit, Drum, 33. • Holy Paragon Character Build Guide
Mason's Tools 34. • Mystic Seer Character Build Guide
4 EXTREME BRAWLER Not for resale. Permission granted to print or photocopy this document for personal use only.
For Dungeon Masters
Actions
Pit Champion. The extreme brawler may not
make designs on world domination or other
malfeasance as a campaign villain but any of the Multiattack. The extreme brawler makes three
rough and tumble establishments adventurers attacks from among Jab, Cross, Hook and Uppercut
visit during their quest might boast a local in any combination.
champion. No magic and no holds barred brawls
Jab. Melee Weapon Attack: +8 to hit, reach 5 ft.,
test even the mightiest adventurers in a fight.
one target. Hit: 9 (1d8 + 5) bludgeoning damage
and the next attack roll against the target has
Best of the Best. Far removed from civilization advantage if the attack is made before the start
any society of monstrous humanoids may of the extreme brawler's next turn.
include a warrior renowed for their physical
might. Perhaps among this culture they settle
Cross. Melee Weapon Attack: +8 to hit, reach 5 ft.,
disputes with nonlethal combat between
one target. Hit: 9 (1d8 + 5) bludgeoning damage
champions.
and the extreme brawler can switch places with
that creature, provided it spends at least 5 feet
of movement and the creature isn’t incapacitated.
Extreme Brawler This movement doesn’t provoke opportunity
attacks.
Medium humanoid (half-orc), any alignment
Armor Class 15
Hook. Melee Weapon Attack: +8 to hit, reach 5 ft.,
Hit Points 127 (15d8 + 60)
one target. Hit: 9 (1d8 + 5) bludgeoning damage
Speed 40 ft. and the extreme brawler can use its bonus action
to damage another creature within 5 feet of the
STR DEX CON INT WIS CHA
original target and within reach. If the original
20 (+5) 13 (+1) 18 (+4) 8 (-1) 13 (+1) 9 (-1) attack roll would hit the second creature, it takes
Saving Throws STR +8, DEX +4 damage equal to half the damage of the original
attack.
Skills Athletics +11, Intimidation +2
Senses darkvision 60 ft. passive Perception 11
Uppercut. Melee Weapon Attack: +8 to hit, reach
Languages Common, Orc 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning
Challenge 6 (2,300 XP) damage.
Proficiency Bonus +3
Reactions
Crusher. When the extreme brawler scores a
critical hit that deals bludgeoning damage to
a creature, attack rolls against that creature Slip. In response to being targeted by a melee
are made with advantage until the start of the weapon attack the extreme brawler can switch
extreme brawler's next turn. places with that creature, provided it spends at
least 5 feet of movement and the creature isn’t
incapacitated. This movement doesn’t provoke
Relentless Endurance (Recharges after a Long opportunity attacks.
Rest). When the extreme brawler is reduced to 0
hit points but not killed outright, it drops to 1 hit
point instead. Roll. The extreme brawler adds 3 to its AC against
one melee or ranged weapon attack that would
hit it. To do so, it must be able to see the attacker.
Unarmored Defense. While the extreme brawler If the attack misses the extreme bralwer can
is wearing no armor and wielding no shield, its AC make one melee attack against the attacker if it is
includes its Constitution modifier. within reach.
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