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THE BRUISER Level Proficiency Bonus Bruised Knuckles Ast 2 1d6 2nd 2 146 3rd 2 1d6 4th #2 1d6 Sth B 148 6th 8B 148 7th 8 148 8th 8 148 oth +4 148 oth 4 148 th 4 1d10 12th 4 1d10 13th 4s 1d10 14th 45 1d10 Sth 4s 1d10 16th +" 1d10 7th +6 1d12 Vath 46 1612 19th 46 1412 20th +6 1412 CLass FEATURES Asa bruiser, you gain the following class features Hrr Ports Hit Dice: 1d12 per bruiser level Hit Points at Ist Level: 12 + your Constitution modifier Hit Points at Higher Levels: 1d12 (or 6)~your Constitution modifier per level after Ist PRoFIcreNcrEs ‘Armor: None ‘Weapons: None Tools: Choose one spe of artisans tool and a gaming set Saving Throws: Strcnth, Constttion Skills: Choose two from Acrobatics, Athletes, Insight Intimidation, Perception, ad Sleight of Hand Equipment You start with the following equipment, in addition to the ‘equipment granted by your background: + (a)a dice et or) playing card set + (a)anenplore' pace or (b) an entertainer’ pack ‘SraRTING WEALTH + Funds: 44x 10gp Adrenaline Points Features Unarmored Defense, Bruised Kruckles Adrenaline Bruiser Archtype. Impenetrable Ability Score Improvernent Extra Attack Forceful Impact Bruiser Archtype Feature Ability Score Improvement Efficient Strikes, Imposing Figure Bruiser Archtype Feature Counter Ability Score Improvement Stalwart Body Bruiser Archtype Feature Unyielding Ability Score Improvement Bruiser Archtype Feature Stalwart Body (2) Ability Score Improvement Powerhouse UNARMORED DEFENSE Beginning at 1st level while you are wearing no armor and not wielding a shield your AC equals 10+ your Dexterity ‘modifier + your Strength modifier. BrursED KNUCKLES At Ist level you are already well versed in the use of your body as an effective weapon. You gain the following benefits while you are unarmed, and not wielding a shield * You can roll ad6 in place of the normal damage of your ‘unarmed strike, This die changes as you gain bruiser levels, as shown in the Bruised Knuckles column of the Bruiser table. + When you use the Attack aetion with an unarmed strike ‘you can make one additional unarmed strike as a bonus action. ADRENALINE BRUISER ARCHTYPE ‘Starting at 2nd level your sheer presence and brawn can turn the tide of battle by adrenaline alone. You can provoke your enemies to lose focus, kindle the fire in your allies, or perform impressive feats of strength. Your access to this adrenaline is represented by a number of adrenaline points. Your bruiser level determines the number of points you have, ‘as shown in the Adrenaline Points collumn ofthe Bruiser table. ‘You can spend these points to perform various bruiser features, including certain taunts that may affect enemy ‘morale. You start knowing three such features: Declare Challenge, Hold Craven, and Encourage Ally. You will larn ‘more bruiser features as you gain levels in this class, Targets must be able to see or hear you and must have an Intelligence score of 3 or abore in order tobe affected by your taunts ‘They do not need to share a language with you to feel the intent of your words. ‘When you spend an adrenaline point, tis unavai ‘you finish a short or long rest, at the end of which you recover all your expended points. You must spend at least 30 minutes of rest to regain your adrenaline points ‘Some of your abilities and taunts require your target to make a saving throw to resist the features effects. The saving throw DC is calculated as follows: ble unt ‘Taunt save DC ‘modifier + your proficiency bonus + your Strength ‘TAUNT: DECLARE CHALLENGE You may expend 1 adrenaline point as an action to goad a hostile creature within 30 feet into attacking you. They must succeed ona Wisdom saving throw or have disadvantage on all attacks against any creature other than you for 1 minute, or until they land a number of attacks against you equal to ‘your Strength modifier. The effec also ends ia creature friendly to you makes a harmful action against it, or if you or the target fall unconscious. You may only have I creature affected by this taunt at any given time. Ifyou successfully goad another creature with this, taunt, the effect immediately end on the first creature. Taunt: Horp Craven You can spend 1 adrenaline point as a reaction to shout at a creature you can see within 60 feet of you when it tries to use its movement to move away from you or towards a creature other than you, ‘The target must succeed on a Wisdom saving throw or fall for your taunt, their movement speed becoming O until their next turn unless they can use their movement to move toward ‘you instead If the target is standing ina location that is iately harmful to it, such asa fre, it automatically succeeds om its saving throw against this taunt. ENCOURAGE ALLY You ean spend 1 adrenaline point as a reaction to grant an ally within 10 feet of you a bonus 14 to their roll as they perform an ability check, attack, or saving thraw. You ean choose to use this feature after your ally makes their roll, but before your GM determines ifit succeeds or fails, Upon reaching 3rd level you must choose an archtype that defines your fighting prowess. Your chosen archtype grants you features at 3rd 7th, 10th, 14th, and 17th level ‘TAUNT: IMPENETRABLE ‘Starting at 3rd level, while you are wearing no armor or wielding a shield you may use your reaction to expend 1 adrenaline point in order to attempt and resist or avoid a ‘melee attack that is made against you. You ean use this ability after the damage for the attack is rolled, When you do so, the ‘damage you would recieve is reduced by 1d10 either your ‘Strength or Dexterity modifier (your choice} You can expend additional adrenaline points to add an, ‘additional 1410 to the damage reduction for each point used. Ifyou reduce an attack’s damage to O by the use ofthis feature, you taunt the attacker for their weakness and gain advantage against them on your next attack. ABILITY SCORE IMPROVEMENT When you reach 4th level, an again at 8th, 12th, 16th, and 19th level you ean increase one ability score of your choice by 2 oryou ean increase two abiliy scores of your cholce by {As normal you cat increase an ability seore above 20, using this feature Extra ATTACK Beginning at 5th level you can attack twice, instead of once, whenever you take the Aitack action on your turn, ForceFut Impact Starting at 6th level you have learned to harness your raw powwer into an almost unnatural force. All your unarmed strikes can deal either force damage or bludgeoning damage (your choice). EFFICIENT STRIKES By 9th level you have learned how to maximize the output of, ‘your unarmed strikes. When you roll a 1 or 2 on a damage die for an attack you make with an unarmed strike, you can reroll the die and must use the new roll even if the new rol is alora2 ImposINnG FrcurE After Sth level the exceptional sate of your well honed body becomes clearly evident to those around you. When you try to intimidate a creature, instead of rolling a (Charisma) Intimidation check, you can force the creature to attempt a Wisdom saving throw against your Taunt save DC. On a failure, the intimidation check is considered a success, COUNTER ‘Starting at 11th level, if you have at least one free hand when, an enemy within 5 feet of you misses an attack against you, ‘you may use your reaction to attempt one unarmed strike ‘against them, Sratwart Bopy When you reach 13th level your body can resist blows that would shatter lesser folk. While wearing no armor or wielding a shield, critical hits from melee attacks against you ‘become normal hits and you gain resistance to bludgconing ‘damage. Alter 18th fevel while wearing no armor or wielding a shield all critical hits against you become normal hits and ‘you gain resistance to slashing and piercing damage. UYIELDING Starting at 15th level if you drop to 0 hit points, instead of rolling death saving throws, you may use your action on your, turn to immediately stabalize and stand up, regaining 2410 + ‘your bruiser level in hit points. You cannot use this ability ‘again until you finish along rest POWERHOUSE ‘At 20th level, you reach the absolute peak of your physical prowess. Choose an ability score between Strength, or Dexterity, or Constitution, The chosen ability score increases by 4, and your maximum for this score becomes 24 instead of 20. Ifyou wish, you may choose two ofthe listed ability scores, and increase them each by 2 instead, to a maximum of 22. BRUISER ARCHETYPES Tue Boxer Inthe clearing stands a boxer; a fighter by his trade. Boxers can use their quick footwork, powerful jabs, and unyielding tenacity to overwhelm single targets, making them fearsome ‘opponents in close quarters. Duck an Weave ‘At 3rd level after you take this archetype, you master the art of unarmored defense, While wearing no armor and having both hands free, you can use a bonus action to take up a defensive stance, adding *2 to your AC until the start of your next turn, This bonus increases to +3 at Ldth level. yuIcK JABS fer choosing this archtype at Sr level you have become almost snaturally quick with our unarmed strikes Ifyou use a reaction to make an unarmed strike against Geen oeeeye op ad ‘trenaline points to make an additional atack against them for each adrenaline point used asa partf the eame reaction, ‘MEASURED BREATHS ‘Beginning at 7th level you regain 1 adrenaline point every time you land a critical hit or reduce a creature to 0 hit points. JawsREaKER ‘Starting at 10th level you may expend 2 adrenaline points after landing an unarmed strike against a creature. Ifyou do so, the target creature must make a Constitution saving throw. On a failure, the creature is incapacitated for a ‘number of rounds equal to half your Strength modifier (rounded down; minimum of 1) A creature that is already incapacitated is immune to this effect. ‘The creature can repeat its saving throw at the start of cach of ts turns, UNSHAKEABLE After 14th level you are unshakeable. You cannot be put to sleep against your will and have advantage on saving throws. against being stunned, restrained, knocked prone, or pushed ‘out of your position unless you allow it. ‘Tenactous Starting at 17th level ifyou drop to 0 hit points again after having already used your Unyielding ability, you can spend 2 adrenaline points to use it again, despite not having made a long rest. However every time you use Unyielding inthis way you gain 1 point of exhaustion. ‘THE BRAWLER ‘Those who love the frenzy of a riot or just the thrill a good tavern brawl are at their best atthe center ofa fight. Atacked from all directions, they are bolstered by the chaos, inspiring those around them to join in the uproar. The greater the danger, the more dangerous they become. ‘TAUNT: PROVOKE IRE After 3rd level, when you sclect this archtype, you may now target and affect multiple creatures with your Declare Challenge taunt at once, using a single action, The number of creatures targeted equals the number of adrenaline points used. In addition, the fect of Declare Challenge can now only end after 1 minute or until you or the target fall to 0 hit points. However ifthere are 2 or more creatures actively affected by your Declare Challenge, they gain advantage on all their attacks against you until the effect ends on them. BRAWLING FRENZY Starting at 3rd level if at least 2 creatures are being affected by Declare Challenge, you enter a brawling frenzy. While inthis state, for every hostile ereature actively affected by Declare Challenge you add +2 points of damage to every unarmed strike. Ifa hostile creature loses the effect of Declare Challenge, _you Tose all bonuses granted by them. BELLIGERENT After 7th level you are quite skilled at seeking out fights. As sich, you have advantage on any checks made to provoke a fight, a brawl, orto intice a creature to attack you. BorsTerinc ROAR Starting at 10th level as Soon as.a skirmish begins, your sheer adrenaline and presnece emboldens your allies. ‘When initiative is rolled atthe start of combat, allies within 660 feet of you can add half your Strength modifier (rounded UNRELENTING inning at 14th level your body will refuse to accept defeat, ceven at the verge of death. Ifyou drop to 0 hit points while under the effects of Brawling Frenzy, you will enter a blind rage. While in this| State, you are sill considered unconscious, but you do not fll ay continue 10 {ake actions.as ifyou were conscious for a number of rounds, equal to your Strength modifier or until the conditions for Brawling Frenzy end: after which you gain 1 point of exhaustion, fll prone and are incapacitated unless you regain consciousness. ‘While in this state, targets will continue to be affected by Declare Challenge as if you were still conscious, but you wil gain double the bonus damage granted to you by Brawling Frenzy. In addition, you are immune to all charm, sleep, and stunning effects for the duration; you eannot be restrained. unless you already were, you automatically succeed all grapple checks, and you add double your Strength modifier toall strength checks and saving throws. However, you must still roll death saving throws in this, state, and will stil receive failed death saving throws when taking damage. prone and are not incapacitated. Instead, you Bioop Np Tars Starting at 17th level your fervor increases the more intense. a fight becomes. Ifyou have less than half your hit points left, you gain a +2 bonus to your attack rolls, Ifyou have less than, your Bruiser level in hie points lef, this bonus becomes +4. {you have O hit points left, in addition to this bonus all your ‘unarmed strikes are considered a critical hit if they land ‘THE OpporTUNIST Ready to do whatever it takes to win, the opportunist seeks to capitalize on every advantage at their disposal Always willing to use trickery, deceit, and provocation to disarm and fool their tangets. There are no limits when it comes to victory, Dirty Fiextinc After taking this archtype at 3rd level.you learn a series of new techniques used to exploit your opponent's weaknesses and win by any means necessary. ‘Taunt: Distracting Jeer. When a friendly creature makes ‘an attack or effect that requires a target ereature you can see to make a saving throw, you can use your reaction to distract the target creature. Expend 1 adrenaline point to impose disadvantage on the target's saving throw, ‘Taunt: Incessant Shouting. You can expend 2 adrenaline points as an action to shout ata creature that is ‘concentrating ona spell They are forced to make a Wisdom saving throw to block out your voice or lose concentration ‘Taunt: False Warning. When a hostile creature makes an attack roll_you can spend 1 adrenaline point asa reaction to ‘auntingly "warn them of having left their guard down ‘against an attack from behind. The target creature suffers.a 114 penalty to their attack roll as they hesitate. Eye Gouge Ifyou have atleast one free hand when you make a melee attack against a creature within 5 feet of you hose eyes you can reach, you can expend 1 adrenaline point in order to attempt to poke at their eyes, The creature must succeed ona Dexterity saving throw or be blinded for a ‘number of rounds equal to your Strength modifier. The creature can repeat its saving throw atthe end of each of its Low Blow. When using your bonus action to make an ‘unarmed strike, you can expend 1 adrenaline point to aim ‘your attack towards an exceptionally volunareble point on. ‘your opponent. For example, their kidneys. Ifthe attack ‘connects, the creature must succeed on a Constitution Saving throw. On a failure, the creature doubles over in pain; stunned until the end of your next turn, Headbutt. When using your bonus action to make an unarmed strike against a creature, you can make the attack headbutt. The attack is made at disadvantage, but ifit lands, the target creature has disadvantage on their next attack, ‘Trip Attack When you hit a creature with a melee attack, ‘you can expend 2 adrenaline points to attempt to knock the {anget down. Ifthe target is Large or stale, it must succeed fon a Strength saving throw. On a failed save, the target is knocked prone. I'you are prone, the target makes this save with disadvantage. OpporTunistic Starting at 3rd level you have advantage on al attacks made asa reaction. Sucker PuNcH Starting at 7th level you can double your proficiency bonus fon the firs attack roll of your turn made against any creature that was affected by one of your Dirty Fighting techniques. during the previous or current rounds, ‘Surprery TARGET Beginning at 10th level you become difficult to pin down. Creatures no longer gain advantage against you as a result of you being prone, restrained or stunned, ‘After 14th level, ifan attack made against you is affected by conditions that would grant it both advantage and disadvatnage simultaneously, the attack is treated as ifit were at disadvantage. ADVANTAGEOUS ‘After 17th level you are so gifted at seizing opportunities in ‘combat that you can no longer have disadvantage on any unarmed strikes,

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