New World Brawler (Grand Line Supplement)
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New World Brawler[edit]
These are men and women that have reached the new world not by magical fruits, special guns or rare swords. They have only used their might to get where they are, and will use it to gain even more fame and power.
My Body Is My Weapon[edit]
You have been using your body to fight for as long as you can remenber. Fighting for you is only fullfiling if you have used your own might and power to destroy your opponent.
Creating a New World Brawler[edit]
Think about why you became a fighter, was it because you lost someone important? Do you want to fight off evil? Were you trained since birth for this? Do you just want to be the strongest? Do you need to be strong to protect others?
- Quick Build
You can make a New World Fighter quickly by following these suggestions. First, Strength or dexterity should be your highest ability score, followed by Constitution. Second, choose the Athlete background.
Class Features
As a New World Brawler you gain the following class features.
- Hit Points
Hit Dice: 1d12 per New World Brawler level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per New World Brawler level after 1st
- Proficiencies
Armor: None
Weapons: None
Tools: One Artisan Tool
Saving Throws: Strength or Dexterity, and Constitution
Skills: Choose two from the following: Acrobatics, Athletics, History, Intimidation, Perception, Performance and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- One Artisan Tool
- Dumbells
- If you are using starting wealth, you have 3d4 x 10gp in funds.
Strong Strikes[edit]
At 1st level, due to your natural fighting nature, you can defenitely pack a punch. Your unarmed strike is 1d4 + Strength or Dexterity, and after your attack action as bonus action you may do an unarmed strike.
Fighting Style[edit]
At 1st level, your training made you master a Fighting Style. Choose between Black leg, Fishman Karate, Okama Kenpou, Rokushiki, Fist of Love or Dragon Claw, all detailed at the end of the class description. Your choice grants you features at the 3rd level, and again at the 5th, 7th, 10th, 12th, 15th and 20th level.
Stamina[edit]
At 1st level, after much time training you have mastered how to use your inner energy, making use of your Stamina to the fullest. You use your Stamina for your Fighting Style attacks, gaining 2 per level. Some of your Stamina features require a save DC:
Stamina Attack Roll: Strength or Dexterity + Proficiency Bonus
Stamina DC: 8 + Strength or Dexterity + Proficiency Bonus
Resistant Body[edit]
At 2nd level, you have been training your body to be as hard as steel even without any kind of protection. While unarmored, your AC is 10 + your Constitution modifier + your Strength or Dexterity modifier, your AC increases by +1 in the 6th level, +2 in the 12th level, +3 in the 16th level.
Swift Movements[edit]
At 2nd level, your speed has increased so you can keep up with your enemies. While unarmored you will gain +10 ft. of movement speed, and this will increase as you level in this class.
Martial Arts[edit]
At 2nd level, your fighting experience has given you fundamental techniques to help you survive in the New World:
- Barrage of Strikes
Immediately after you take the Attack action on your turn, you can spend 3 Stamina points to make two unarmed strikes as a bonus action.
- Perfect Dodge
You can spend 3 Stamina points to take the Dodge action as a bonus action on your turn. Due to your readiness to dodge your enemies have disadvantage on attacking you until your next turn.
- Stand Ground
You can spend 3 Stamina points to guard as a bonus action on your turn. While guarding you receive half damage from all those that hit you, however you cannot move from that spot until your next turn.
- Fighter Jump
You may spend 3 Stamina points and use a bonus action to make a jump kick at an enemy 30 feet or less away, making one melee weapon attack.
- Exchange Blows
When you are attacked, you can spend 4 Stamina points as a reaction to make an unarmed attack.
- Dash
You may spend 6 Stamina points and forfeiting your action and bonus action to Dash forwards at 4x your movement speed, passing through enemies with them taking opportunity attacks at disadvantage.
The Reason That I Fight[edit]
When you reach your 3rd level, you remember the reason why you fight, giving you one of the following atributes depending on your backstory:
- I Fight To Protect My Friends!
While you are at least 15ft from one of your allies and you see them getting hit, you can use the disingage action as a bonus action to rush up to them and make an unarmed strike on the attacker. And while you are within 15ft from your allies they gain +1 AC and receive advantage on Saves involving dodging attacks.
- I Fight For Myself
When you are fighting against someone without any allies in sight, you gain +2 to your attack rolls and can attack with advantage.
- I Fight For My Organization
When you fight representing your organization, affiliation or kingdom, you can impose pride in your attacks and for each strike you make you regain 1d4 temporary hit points.
Ability Score Improvement[edit]
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.
The Very Very Strongest[edit]
At 5th level, you will show your might to anyone after you hit an unarmed strike in a creature you can spend 4 Stamina Points to make the creature be stunned until the begining of your next turn.
At 13th level, your strength is known throughout the world, and now you can spend 6 stamina points after an unarmed strike to make your opponent be knocked prone.
They must succed a Constitution saving throw to not suffer the effects listed.
Warrior's Resistance[edit]
At 6th level, even though you have fallen to 0 hit points, your inner fighter does not allow you to fall, you can instead drop to 1 hit point. You may use this feature once per long rest.
Deflect Bullets[edit]
At 7th level, due to your intense training against opponents with weapons and the experience you gained fighting them, you learned how to deflect ranged attacks. You can use your Reaction to deflect or catch the bullet when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d10 + your Strength or Dexterity modifier + your New World Fighter level. This number increases to 1d12 at 11th level, and to 2d8 at 16th level.
Ignore The Pain[edit]
At 10th level, your body has been through so much that you now naturally can still fight through immense stress. You don't feel the consequences of exhaustions while fighting, but for every 1 minute you ignore your exhaustion it will increase by one level.
Fighting Styles[edit]
Black Leg[edit]
Sanji Vinsmoke, the creator of the Black Leg style, by KaizokuJotei[1] |
Black Leg style was created by a famous chef that valued his food so much that he refused to use his hands for fighting, creating a fighting style that only uses it's legs as the weapon.
- Collier
At 1st level, for 2 Stamina Points you can give an unarmed strike in the opponent's neck, dealing extra 1d10 Bludgeoning Damage. After you hit their neck they must make a Constitution Saving Throw to not get knocked prone.
- Collier Shoot:At 5th level, for 4 Stamina Points, you can give a huge jump and give an unarmed strike in the the opponent's neck, dealing extra 2d8 Bludgeoning Damage. After you hit their neck they must make a Constitution Saving Throw to not get knocked prone.
- Épaule
At 3rd level, after an unarmed strike you can spend 5 Stamina Points to give a kick in the opponent's shoulder, dealing your unarmed strike damage + the last unarmed strike you dealt.
- Côtelette
At 5th level, after someone is knocked dowm you can drop down into a one-handed handstand position for 6 Stamina Points, giving an extra unarmed Strike in the opponent's ribs.
- Selle: At 10th level right after your Côtelette, for 10 stamina points you can do an extra unarmed strike in their rib.
- Poitrine
At 7th level, after someone is knocked dowm for 10 stamina points you can give a direct kick in the opponent's chest, dealing your unarmed strike damage + xd8 Bludgeoning damage, with x being the number of unarmed strikes you gave in this turn.
- Gigot
At 10th level, while someone is knocked dowm or stunned you can for 5 stamina points deal an unarmed strike with triple the normal damage.
Fish-man Karate[edit]
Jinbei, a master of the Fish-man Karate, by KaizokuJotei[2] |
Fish-man Karate was created by the fishmen to give them advantage while underwater, it focuses in using the power of the water to create destructive force waves to destroy your enemies within a short or long distances.
- Hyakumaigawara Seiken
At 1st level, when you use an unarmed strike you can spend 4 Stamina points to focus your power into that fist, and will deal the normal damage + xd4 cold force damage with X being half your strenght and constitution modifier. This technique may evolve as you level in this class.
- Senmaigawara Seiken: At 6th level, you have evolved your technique to have a 15ft of range, and now you deal xd6 Cold Force Damage, with X being half your strenght and constitution modifier. The stamina cost has increased to 8.
- Gosenmaigawara Seiken: At 10th level, you have evolved your technique to have a 30ft range, and now you deal xd8 Cold Force Damage, with X being half your strengtht and constitution scores. The stamina cost has increased to 14.
- Karakusagawara Seiken
At 3rd level, for 10 stamina points you give an unarmed strike that at first it seems you have just punched the air, seconds after a force wave strikes your opponents, making them make a Strength Saving Throw, on a sucess they arent knocked and take half damage, on a failure they take the full 4d6 Force Damage + Your unarmed strike.
- Yarinami
At 5th level, while you are at least 30ft away from water, underwater, or above it, you can spend 15 Stamina Points to launch an water spear that has 30ft range and deals 5d10 cold damage.
- Murasame: At 10th level, instead of making a single spear of water to attack an enemy, you make 2d6 water projectiles to hit your enemies, each dealing xd8 Force Cold Damage, with X being your Constitution modifier.
- Samehada Shotei
At 7th level, for 10 Stamina Points you can create a wave of air in 10ft to push everything away, you make everyone in 10ft make a str saving throw, on a sucess they are receive half damage, on a failure they take 5d12 Force Cold Damage, and they are blocked from reaching you for the turn and are knocked dowm.
At 12th level, you can use this as an reaction for 15 Stamina Points to reduce an attack damage by 4d10.
Okama Kenpou[edit]
Bon Clay, one of the best Okama Kenpou users of all time, by Bodskih[3] |
Okama Kenpo is the fighting style used by Okamas around the entire world. It is a style that uses mainly kicks and is taken directly from ballet dancing, therefore most of its stances are ballet poses rather than martial art stances. In a response to a fan, in order to learn Okama Kenpo, a person must do three steps: first a person must learn ballet, secondly they must learn karate, and third, they work at one of "those" places.
- Hakucho Arabesque
At 1st level, after an unarmed strike you can once per turn spend 1 stamina point to make another unarmed strike with advantage, if it hits it will be considered a critical, on a miss the next attack roll against you will be with advantage.
- Okama Dash
At 3rd level, you can spend 2 stamina points to double your movement speed for the turn. While under the effects of Okama Dash you do not take opportunity attacks.
Rokushiki[edit]
Rob Lucci, one of the best marine fighters and the best know user of the rokushiki style by Bodskih[4] |
Rokushiki is the main style of combat for the World Government's agents, in particular, CP9 and CP0. Rokushiki consists of six basic techniques and a secret seventh technique that only a true master of Rokushiki can achieve. Furthermore, most of the users have displayed their own variations and derived techniques, allowing them to increase their versatility and originality.
- Geppo
At 1st level as a bonus action for 1 stamina point when you jump you may do another mid air, you can make as much mid air jumps as your proficiency bonus + your Constitution modifier. You can also use this to launch you to your target, so your unarmed strike gains 1 die of damage for every 5ft you jumped from.
- Soru
At 3rd level, for 2 Stamina Points you can double your movement speed for a turn and move at blinding speeds. While you are moving this way it does not provoke opportunity attacks, any attacks made after this technique will be with advantage. You can only do this as much as your Dexterity and Constitution modifier.
- Kamisori: At 10th level you can use this altered version of the Soru technique while you are using geppo, you may use this to move in mid air at blinding speeds.
- Tekkai
At 5th level, for 10 stamina points as a reaction you can harden your skin to give you +2 AC and resistance to non magical slashing, bludgeoning and piercing damage. While you use this technique you cannot move.
- Tekkai "Sai": At 7th level While in the air for 5 Stamina Points you can use this technique to increase your body weight falling into the opponent, your unarmed strikes damage increases by 1 dice.
At 15th level, you must choose one of the options bellow:
Fist Of Love[edit]
Monkey D. Garp, a legendary marine who is also a loving grandpa by Bodskih[5] |
This fighting style was not created, but obtained through your love towards someone. You love the person so much that you want to teach them the best way to live, and the best possible way to teach them would be to dicipline them through your mighty fists.
- Teaching Them The Old Way!
At 1st level, when you hit someone with an unarmed strike you can spend 2 Stamina Points to make them do a Constitution saving throw, on a failure they get stunned for 1d4 turns and take extra 1d4 bludgeoning damage, and on a sucess they only take 1d4 Bludgeoning Damage. The extra damage increases to 2d4 at 5th level, 3d4 at 10th, 4d4 at 15th and 5d4 at 19th level.
- Mountain Crusher
At 3rd level, you can spend 4 Stamina Points to make your unarmed strikes gain 1 extra dice of damage for the turn and knock them back on a failed Constitution saving throw, the dice increases to 2 if you are hitting someone you know. When you hit someone with this technique, they take extra 1d6 Force damage, this damage increases to 2d6 at 7th level, 3d6 at 12th, 4d6 at 15th and 5d6 at 18th level.
- Cannon Ball Thrower
At 5th level, you have enough might to throw heavy objects like cannon balls at opponents. You can hold an object and throw it at an opponent for 8 stamina points, using your Strength modifier for the attack. On a hit it will deal xd6 Bludgeoning Damage, with x being your Strength modifier added in double.
Dragon Claw[edit]
Sabo the creator of the Dragon Claw fighting style and the second most important figure in the revolutionary army, by BodSkh[6] |
The Dragon Claw style focuses on holding one's fingers in a claw-fashion, crushing the adversaries with a powerful grip. This style was created by a great revolutionist who wanted to steal the power from greedy people.
- Ryu no Kagizume
At 1st level, you can spend 3 Stamina Points to make your hands make a claw like formation and give a unarmed strike in your opponent dealing double the damage. If you hit this attack the target must make a Strength Saving Throw, on a sucess they take 1 unarmed strike damage, on a failure they are knocked prone and you deal 2 extra unarmed strikes.
- Ryu no Ibuki
At 3rd level, you can spend 10 Stamina Points to put your hands in the ground to send shockwaves, making everyone in a 30ft circle do a Dexterity saving throw, on a sucess they take half damage, on a failure they fall with the ground and take 5d10 + Strength Bludgeoning Damage.
- Dragon Fangs
At 5th level, for 4 stamina points you put your hands infront of you making a mouth. You jump towards your opponent making him do a Dexterity saving throw, on a sucess they take half damage, on a sucess they take 3d10 +Strength.
- Dragon Charge
At 7th level, for 5 stamina points you can charge with your hands forming a claw, destroying everything in 20ft infront of you. Every creature in that line must make a Dexterity saving throw, on a sucess they take half damage, on a failure they take the full 3d10 +Strength + xd6, with X being each 5ft you travelled with this technique.
Tontatta Combat[edit]
- You must be from the Tontatta Dwarve race.
Leo the lider of the Tontatta army, by BodSkh[7] |
Electro[edit]
- You must be from the Mink race.
Carrot, one of the most powerfull Electro Users in their suloong form, by BodSkh[8] |
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the New World class, you must meet these prerequisites: 16 Strenght or dexterity, 15 Constitution
Proficiencies. When you multiclass into the New World class, you gain the following proficiencies: Athletics
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