Bruiser (5e Class)
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- 1 Bruiser
- 1.1 <!-Introduction Leader->
- 1.2 Creating a Bruiser
- 1.3 Class Features
- 1.3.1 Table: The Bruiser
- 1.3.2 Unarmed Attack
- 1.3.3 Strong Arm
- 1.3.4 Unarmed Technique
- 1.3.5 Adrenaline Surge
- 1.3.6 Brace
- 1.3.7 Weight Division
- 1.3.8 Ability Score Increase
- 1.3.9 Extra Attack
- 1.3.10 Experienced Fighter
- 1.3.11 Haymaker
- 1.3.12 Internal Bleeding
- 1.3.13 Legendary Might
- 1.3.14 Iron Resilience
- 1.3.15 Hammering Fists
- 1.4 Styles
- 1.5 Multiclassing
Creating a Bruiser
- Quick Build
You can make a <!-class name-> quickly by following these suggestions. Depending on your style of bruiser, you should prioritize a different ability score: Strength should be your highest ability score if you intend to become a Heavy Weight, or Dexterity, if you are going for the Light Weight followed by Constitution. Second, choose the gladiator or the criminal background. Third, choose <!-elaborate on equipment choices->
As a Bruiser you gain the following class features.
- Hit Points
Armor: Light armor, medium armor
Weapons: Simple weapons
Tools: Choose one gaming set.
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Athletics, Intimidation, Perception, Stealth, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) scale mail or (b) leather armor
- (a) one greataxe or (b) two shortswords or (c) one simple weapon and one martial weapon
- (a) a dungeoneer's pack or (b) an explorer's pack
- a shortbow and quiver of 20 arrows and a
- If you are using starting wealth, you have 4d4 x 10 gp in funds.
|1st||+2||Unarmed Attack, Strong Arm||1d6|
|2nd||+2||Adrenaline Surge, Brace||1d6|
|4th||+2||Ability Score Improvement||1d6|
|8th||+3||Ability Score Improvement||1d8|
|12th||+4||Ability Score Improvement||1d10|
|16th||+5||Ability Score Improvement||1d12|
|19th||+6||Ability Score Improvement||1d12|
Starting at 1st level, you can roll a d6 in place of the normal damage of your unarmed strike. This die changes as you gain Bruiser levels, as shown in the Bruiser melee column of the bruiser table.
Starting at 1st level, you are considered one size larger when determining how much weight you can push, lift or carry.
You are specialized in a specific way of fighting when unarmed. Choose one of the following options.
You are specialized in grappling. You don't suffer disadvantage when fighting while prone. In addition, you cause your unarmed damage at the start of each of your turns to your enemy while he remains grappled.
When you make one unarmed strike, you can use your bonus action to make that enemy be pushed back 10 feet.
When you make one attack using your action, you can use your bonus action to make one additional attack. You roll a d6 for the damage of this attack, regardless of your unarmed strike damage die.
You have advantage on your first attack every combat. In addition, you cannot be surprised.
Your unarmed strikes gain the reach property. In addition, whenever you make a long jump before making a unarmed strike, you can use your bonus action to shove the target on a hit.
When you use your action to Dash, you can make a single attack as a bonus action. You don't trigger opportunity attacks while dashing.
- Swift Striker
You add your Dexterity instead of your Strength to your unarmed strikes. In addition, gain an unarmored AC equal 10 + your Dexterity modifier + your Wisdom modifier.
Starting at 2nd level, you can enter in a state of combat readiness, giving you a short burst of action. Until the end of your next turn, you can make one unarmed strike against a creature that enters your reach. During this surge, you can make a number of reactions equal to your Strength bonus.
Once you use this feature, you must complete a long rest before you can use it again.
Starting at 2nd level, you become extremely aware of your surroundings, using your instincts to avoid harm. You have advantage on saving throws that require Strength against effects that you can see.
At 3rd level, you choose your weight division, based on your body composition, that will determine your style of fighting. The weight division you choose grant you features at 3rd level, and again at 7th, 10th, 15th and 18th level.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
At 6th level, when you hit a target with a unarmed strike, you are able to make a Grapple or Shove attempt. Once you do this, you can't do it again until you finish a short or a long rest.
In addition, your unarmed strikes are considered magical for the purposes of overcoming resistance to nonmagical attacks and damage.
At 9th level, you can swing your arms with great power at your enemies. You must declare your intention of performing a haymaker, and make an unarmed strike. On a hit, you deal additional damage equal to 1d6 bludgeoning.
You can use this feature a number of times equal to your Constitution modifier, regaining your uses after a short or a long rest.
At 11th level, once in each of your turns, when you hit a creature with a unarmed strike as part of an Attack action, you can force that creature to make a Constitution saving throw. On a failed save, the creature suffers one level of exhaustion for 1 minute. A creature can't suffer more than three levels of exhaustion with this feature.
In addition, once in each of your turns, you can choose to deal 1d6 additional damage for each level of exhaustion the creature has. The damage is necrotic.
You must choose to either deal the necrotic damage or inflict one level of exhaustion.
At 13th level, all your attacks against objects are considered critical hits. In addition, you can now shove and grapple creatures, regardless of their size.
At 17th level, when you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you take no damage instead on a success, or half as much on a failed save.
In addition, when you fail a Strength or Constitution ability check or saving throw, you can choose to succeed instead. Once you use this ability, you can't use it again until you finish a long rest.
At 20th level, once in each of your turns, you can add your proficiency bonus to the damage of your unarmed strikes.
- Focused Fighter
Starting at 3rd level, as a bonus action, you can choose a creature to focus your attention during combat. You have advantage on your contested Strength (Athletics) checks against him, and on your Wisdom (Perception) checks to find or sense it. You must use another bonus action to focus on another creature.
- Bone Breaker
At 7th level, your unarmed strikes score a critical on a roll of 19-20 on the d20.
- Weak Spots
At 10th level, you can choose another Unarmed Technique.
- Dazing Strike
At 15th level, when you hit a target with one of your attacks, you can attempt to stun the target. The creature must succeed a saving throw with a DC equal 8 + your proficiency bonus + your Strength modifier. On a failed save, the creature takes no damage and it is stunned until the end of your next turn. On a success, the creature takes no damage and can't take reactions until the end of your next turn.
- Neck Snap
At 18th level, you can try to break the neck of your target with a quick strike. Use your bonus action, and the first successful attack within the next minute automatically kills a creature with less than 50 hit points, or deal additional 5d10 damage on a creature with more than 50 hit points.
Once you use this feature, you can't use it again until you finish a long rest.
- Twinkle Toes
Starting at 3rd level, you can move and act quickly in combat. You can take the Dash and the Disengage action as bonus actions on your turn. In addition, when you take the Dodge action, you can make a single attack as a bonus action.
- The Spider
At 3rd level, you can use your Dexterity (Acrobatics) instead of Strength (Athletics) to make any grappling or shove check.
- Weak Spots
At 7th level, you can deliver powerful and precise blows, when your target expose itself during the fight. Once in each of your turns, you can use one of your attacks or your bonus action to feint against your enemy. The target must make a Wisdom saving throw against a DC equal 8 + your proficiency bonus + your Dexterity modifier. On a failed save, your next attack has advantage and deal additional damage equal to 1d6.
This additional damage increases to 2d6 at 11th level, 3d6 at 15th level and 4d6 at 18th level.
- Glancing Blow
At 10th level, you can use your reaction against an attack or effect that you can see to halve the damage taken.
At 15th level, you gain advantage on your Dexterity (Acrobatics) checks to grapple or shove an enemy. In addition, you add the double of your proficiency bonus to your Dexterity (Acrobatics) checks.
Furthermore, if you roll a Dexterity (Acrobatics) check under than half your level in this class, you can choose that number instead.
- Ghost Fighter
When you reach the 18th level, attack rolls no longer have advantage against you. In addition, whenever you are hit by an attack, you can use a reaction to make an unarmed strike against an attacker in reach.
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies: