Primordial Brawler (5e Class)
From D&D Wiki
The Primordial Brawler[edit]
Creating a Primordial Brawler[edit]
- Disclaimer
This class takes heavy inspiration from Pugilist and Brawler. Full credit to the creators of those. This was also balanced for a far more intense and higher stakes/damage number campaign. Use at your own discretion.
- Quick Build
First, you should make Strength or Dexterity your highest ability score. You should choose Strength if you plan on playing an overwhelming powerhouse that destroys their enemies, often shrugging off any damage you take just to dish out MAXIMUM dps. If you want to play a Primordial Brawler who is light on their feet and able to dash around the battlefield, Dexterity is the best choice for you. Your next-highest score should be Constitution or Dexterity, if you chose to make Strength your highest ability score. Lastly, choose folk hero, urchin, or gladiator as your background.
Class Features
As a Primordial Brawler you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Primordial Brawler level
Hit Points at 1st Level: 1d10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Primordial Brawler level after 1st
- Proficiencies
Armor: Light and Medium armor
Weapons: None
Tools: None
Saving Throws: Strength and Constitution
Skills: Choose two from Acrobatics, Athletics, Insight, Intimidation, Perception, Persuasion, Sleight of Hand, Stealth, and Survival.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Fist Wraps or (b) Basic Clothing or (c) Explorer's Pack
- If you are using starting wealth, you have 5d4 × 10 in funds.
Level | Proficiency Bonus |
Features | Flow | Primordial Dice |
---|---|---|---|---|
1st | +2 | Fist Fighting, Remarkable Athlete, Flow | 1 | 1d4 |
2nd | +2 | Flow Abilities, Unarmored Defense | 1 | 1d4 |
3rd | +2 | Devastating Strike, Primordial Style: Overwhelm | 2 | 1d4 |
4th | +2 | Ability Score Improvement | 2 | 1d4 |
5th | +3 | Brutal Extra Attack, Endure | 3 | 1d6 |
6th | +3 | Primordial Sign, Unarmored Defense improvement | 3 | 1d6 |
7th | +3 | Adaptive Brace | 4 | 1d6 |
8th | +3 | Ability Score Improvement | 4 | 1d6 |
9th | +4 | Primordial Style feature | 5 | 1d8 |
10th | +4 | Unarmored Defense improvement, Endure improvement | 5 | 1d8 |
11th | +4 | Primordial Potential | 6 | 1d8 |
12th | +4 | Ability Score Improvement | 6 | 1d8 |
13th | +5 | Primordial Style feature | 7 | 1d10 |
14th | +5 | Endure and Counter, Unarmored Defense improvement, Endure Improvement, | 7 | 1d10 |
15th | +5 | Won’t Stay Down | 8 | 1d10 |
16th | +5 | Ability Score Improvement | 8 | 1d10 |
17th | +6 | Primordial Style feature | 9 | 1d12 |
18th | +6 | Unarmored Defense improvement | 9 | 1d12 |
19th | +6 | Ability Score Improvement | 10 | 1d12 |
20th | +6 | Primordial Warrior, Unarmored Defense improvement | 10 | 1d12 |
Remarkable Athlete[edit]
Starting at 1st level, you can add half your proficiency bonus (rounded up) to any Strength, or Dexterity check you make that doesn't already use your proficiency bonus.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength or Dexterity modifier, and you only lose 5ft of movement when standing up from prone.
Fist Fighting[edit]
At 1st level, you begin to push yourself to learn the best way to throw hands, and gain the following benefits:
- Devastating Fists
Your punches can prove to be more potent than most weapons. If you aren't wielding a shield or weapon, you can roll a d20, instead of the normal damage for unarmed strikes. In addition, you can choose to use either Strength or Dexterity, for attacks and damage rolls.
The damage dice improves to 2d20 at level 5, 3d20 at level 10, 4d20 at level 15, 5d20 at level 16, 6d20 at level 17, 7d20 at level 18, 8d20 at level 19, 9d20 at level 20. [More in Progress]
Finally, you can throw a punch using your bonus action. When you do so, you roll a d12 for the damage and add either your Strength or Dexterity modifier. This dice increases to 2d12 at level 8, 3d12 at level 15, and 4d12 converting from bludgeoning to force damage type at level 20.
- Impenetrable Guard
You can use your bonus action to lift up your guard. While in guard stance, your AC increases by an amount equal to your proficiency bonus. This bonus last until the start of your next turn.
- Quick Footwork
When not using a shield, holding a weapon, or wearing heavy armor, your speed increases by an amount equal to 5ft x proficiency bonus.
Flow[edit]
Starting at 1st level, you can build a consistent flow of strikes whenever you connect your punches. When you roll initiative, you start with 2 flow points. You can spend your flow points in several ways:
-when you hit a creature with an unarmed strike, you can spend flow points to deal additional damage equal to 1d12 per point spent, at level 20 increases to 1d20 per point spent
-as a bonus action, you can spend 1 flow point to use a flow ability from your chosen subclass
-when you fail a saving throw, you can use your reaction to expend flow points and gain a bonus to your roll equal to the number of points spent, potentially turning a failure into a success
Once you spend a flow point, you can regain it in several ways:
-each time you hit a creature with an unarmed attack, you regain 1 flow point
-when you score a critical hit on a creature with an unarmed attack, you regain half your total flow points (rounded up)
-when you reduce a creature to 0 or 1 hitpoints with an unarmed attack, you regain 2 flow points
-when you use your bonus action to perform a flow ability, you regain 1 flow point
At higher levels, certain features will grant additional ways to spend and regain flow points.
Flow Abilities[edit]
At 2nd level, you learn four Flow Abilities: backstep, feint, lunge, and rush. You can use these abilities as a bonus action, and recover 1 flow point when you do so.
- Backstep
You can dance quickly around your foes. You can take the Dodge action as a bonus action.
- Feint
You can make a Sleight of Hand check, resisted by your target's Insight. On a success, you gain advantage on the next unarmed strike you make against the target.
- Lunge
Your unarmed strikes gain the benefits of reach (+5ft of Reach) until the end of your turn.
- Rush
You can take the dash action, but only to move towards a hostile creature. You ignore all difficult terrain while dashing in this way.
Unarmored Defense[edit]
Starting at 2nd level, while not wearing armor or shield, your AC equals 10 + your Strength modifier + your Constitution modifier.
You gain additional benefits at the 6th, 10th, 14th, 16th, and 20th level:
- at 6th level, you gain immunity to disease and resistance to poison damage and advantage on saving throws made to resist poison
- at 10th level, you gain an additional +1 to AC
- at 14th level, you gain resistance to non-magical slashing, bludgeoning and piercing damage
- at 16th level, you gain an additional +2 to AC
- at 20th level, you gain an additional +3 to AC
Devastating Strike[edit]
When you reach 3rd level, when you hit a creature with an unarmed strike on your turn, you can use your bonus action to make an additional punch called a Devastating Strike. On a hit, your Devastating Strike causes your normal unarmed damage, plus additional damage equal to 1d10 per flow point you currently have.
Doing so doesn't spend your flow.
Endure[edit]
At 5th level, whenever you are hit by a non-magical melee or ranged attack that deals slashing or piercing damage, you can use your reaction to halve the damage. If the attack causes non-magical bludgeoning damage, you instead reduce it to 0. Whenever you reduce damage using this reaction, you gain a flow point. When you reduce an attack to 0, you gain two flow points.
At 10th level, this feature now allows you to reduce all non-magical piercing, slashing or bludgeoning attack damage to 0 and halves all magical piercing, slashing, and bludgeoning attack damage.
At 14th level, this feature now allows you to reduce all magical and non-magical piercing, slashing or bludgeoning attack damage to 0.
Brutal Extra Attack[edit]
At 5th level, by throwing away finesse you can throw out punches in quick succession by spending your flow points. When you take the Attack action, you can throw one additional punch after the first at the cost of 2 flow points per additional attack.
Primordial Sign[edit]
Starting at 6th level, you begin to feel hints of changes welling within yourself, allowing your unarmed strikes to ignore resistance and immunity to nonmagical attacks, as your raw will and combat prowess can now overcome your foe's supernatural defenses. In addition, you now regain a flow point whenever you succeed on a saving throw made to resist a hostile effect.
Adaptive Brace[edit]
Starting at 7th level, when a creature hits you with an attack, you gain a +5 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
Primordial Potential[edit]
At 11th level, whenever you make a Strength, Dexterity or Constitution check or saving throw that lets you add your proficiency bonus, you can add a d4 to the result of the check, potentially changing the outcome. The size of the die increases to 1d6 at 5th level, 1d8 at 9th level, 1d10 at 13th level and 1d12 at 17th level.
Additionally, you can add this Primordial die to the result of any attack or damage roll you make using Strength. You can use this feature a number of times equal to your Strength modifier (minimum once), and regain your uses of it after finishing a short/long rest.
you can treat a d20 roll of 9 or lower as a 10. If you only add half your proficiency with those checks, you can treat a d20 roll of 7 or lower as an 8.
Endure and Counter[edit]
Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee attack against that creature.
You can use Counter as part of the same reaction used to Endure.
Won’t Stay Down[edit]
At 15th level, you can't be knocked to the ground, and you gain proficiency in Constitution saving throws. When you are reduced to 0 hit points, you can spend one Primordial die to be reduced to 1 hit point instead. In addition when you are knocked out non-lethally you can also spend one Primordial die to completely avoid being knocked unconscious.
You also gain temporary hit points equal to the number rolled + your Constitution modifier, but only if used when taking lethal damage.
Primordial Essence[edit]
At 15th Level, Unlocks an exponential and limitless potential by coming in contact with and embracing a source of Primordial Essence. +1 Extra Attack, +1 Bonus Action.
Primordial Full Counter[edit]
At 15th level, +1 Ability score to Str, Dex, and Con. Unlocking of Primordial Energy +1 Extra Attack & Bonus Action Full Counter: Nullify & then reflect incoming damage, but not the potential effects back at attacker as a |Reaction| Think you're tough?: Unleash an ungodly right hook straight to the mass of anything in your way, regardless of what it is, what resistances it has, immunities, etc it doesn't matter. To the target it will always perceive it as if it lands and in turn believes they received skull shattering amounts of damage. Of course whatever is hit takes absolutely 0 or 1 damage but it can be used to intimidation or other roleplay aspects.
Exponential Growth[edit]
At 16th level, +2 Extra Attack & Bonus Action +2 Ability score to Str, Dex, and Con Full Counter Improvement: Full counter can now reflect attacks and their potential effects.
Sacrificial Counter[edit]
At 17th Level, +4 Extra Attack & Bonus Action +4 Ability score to Str, Dex, and Con Sacrificial Counter: Sacrificing immunity grants a multiplier. Taking the damage of an attack you can reflect it back at x4 the damage. Grit your Teeth: As an action you land an unarmed strike you can sacrifice its potential damage and other uses to apply grit your teeth's effect which is to make them make a Wisdom save of a DC 15 or have their turn skipped for the round.
Primordial Physique[edit]
At 18th Level, +8 Extra Attack & Bonus Action +8 Ability score to Str, Dex, and Con Primordial Vitality: Double the die count for your HP Damage Improvement: +20 to unarmed attacks
Primordial Scales[edit]
At 19th level, +16 Extra Attack & Bonus Action +16 Ability score to Str, Dex, and Con Primordial Scales: +10 to AC Damage Improvement: +40 to unarmed attacks
Perfected Primordial Organ[edit]
At 20th Level, +32 Extra Attack & Bonus Action +32 Ability score to Str, Dex, and Con Grit yer Teeth Improvement: DC save increases to 20. Applies the damage of an unarmed strike. All In: Perfected Primordial Organ: - Grants Pseudo Immortality [extends lifespan x100] - All unarmed damage x10 - HP x10 - +20 AC
Primordial Warrior[edit]
When you reach the 20th level, you can choose two abilities from Strength, Dexterity or Constitution to increase by 4.
Primordial Style: Overwhelm[edit]
- Quick Punching
Starting at 3rd level, once per turn, when you take the attack action and successfully hit a creature with an unarmed attack, you can immediately make an additional attack at no cost. This feature called Overwhelm can only be used a number of times equal to your Dexterity modifier before you must finish a short or long rest.
This additional attack deals bludgeoning damage equal to an attack dealt as a bonus action as specified in the Fist Fighting feature.
- Flow Abilities
- Savage Combo. When using the attack action you can make one additional punch, plus one additional each time you hit, to a maximum of five attacks. Each attack deals bludgeoning damage equal to an attack dealt as a bonus action as specified in the Fight Fighting feature.
- Primordial Fury. As a bonus action, the target must succeed on a Wisdom saving throw, or is pushed 10 feet back while you move 10 feet forward (without provoking opportunity attacks) and the target has disadvantage on its next Wisdom saving throw made against you until the end of its next turn.
- Slip and Counter
At 9th level, you can throw a punch against a creature that misses a melee attack against you, within 5 feet by spending a flow point. This does not consume your reaction.
- Split Second Blitz
At 13th level, once per turn when you take the Attack action and miss a target with a punch, you can use your reaction to make another attack against the same target.
- Overpower
At 17th level, on your first turn of combat, if you aren't surprised, you can use your first action to make seven punches. Once you use this feature, you must wait a short or a long rest before you are able to use it again.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Pugilist class, you must meet these prerequisites:
- Level higher than 1
- Dex or Str higher than 14
Proficiencies. When you multiclass into the Primordial Brawler class, you gain the following proficiencies:
- Light and medium armor
- One skill from the class's list
Back to Main Page → 5e Homebrew → Classes