Technical Brawler (5e Class)

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A spry, young human man wanders into the darker side of an alleyway. He doesn’t notice until it’s too late that he’s being tailed by two larger lizardfolk, with beefy arms and ravenous looks in their eyes. In a quick moment of desperation, the young man seems to pick something off the ground, as the two lizards approach from his back. He then turns immediately, tossing a small patch of dirt in their eyes and he flees between them.

A half-elven woman kicks her boots onto the top of a bar’s table, taking a swig of ale. A boorish looking man in scaly armor looks down at her, a lustful gaze peering down at her. Without any sight of hesitation, she pulls out a short knife, and immediately cuts through his armor, slashing off his armor. The man chuckles in an embarrassed manner, before slowly backing away.

A stout halfling man glares down an awesome dragon, it’s blue sheen noticeable to all of the halfling’s compatriots around him. Just like that, he holds out a leather pouch, and tosses it right at the face of the dragon. The bag explodes into a mixture of smoke and small caltrops which stab into the face of the beast. It snarls, as the wizard uses the creature’s blindness to fire a devastating fireball at it. The beast is killed.

So, you want to play another martial class, but hate that you have little variety? You want to get real down-and-dirty with your enemies, going for the low blows while they still try and maintain their dignity after getting hit in the groin? This is the class for you.

Use Any Means Necessary[edit]

Brawlers will attempt to use anything in their arsenal against any foe, just to get the upper edge in a fight. Some call it “dirty fighting”, but any good brawler knows it’s wrong not to always have the advantage. Only a moron would limit themselves in combat for something as silly as “morals”, a common brawler reckons.

Creating a Brawler[edit]

Brawlers usually are all about the thrill of a fight. They’re meant to beat people up, sock them in the eye, break a bone or two, and not break a sweat doing it. So, what made your character decide that they would be a rough-and-tumble Brawler? Were you taught by some kind of master to be this crude? Or maybe the opposite, where they taught you honor and you spat in their face?

Maybe you had no teacher, instead learning on your own to fight dirty. Or, perhaps, you just had it with any particular teaching, throwing all you know to the wayside just to land a couple blows.

Quick Build

You can make a Brawler quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom or Constitution. Second, choose the Urchin background. Third, choose a shortsword, short bow with 20 arrows, explorer's pack and leather armor.

Class Features

As a Brawler you gain the following class features.

Hit Points

Hit Dice: 1d8 per Brawler level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Brawler level after 1st


Armor: Light Armor, Shields
Weapons: Simple melee weapons, shortswords, shortbows, light crossbows
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Athletics, Intimidation, Investigation, Perception, Sleight of Hand, and Survival.


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a shortsword or (b) any simple melee weapon
  • (a) a shortbow and a quiver with 20 arrows or (b) A light crossbow and 20 bolts or (c) two daggers
  • (a) explorer’s pack or (b) burglar’s pack
  • (a) padded armor and a bag of ball bearings or (b) leather armor
  • If you are using starting wealth, you have 4d4 x 10 gp in funds.

Table: The Brawler

Level Proficiency
Dirty Fighting Techniques Learned Grit Points Features
1st +2 1 2 Dirty Fighting, Grit, Scrappy Fighter
2nd +2 1 4 Archetype
3rd +2 2 7 Agile Footwork
4th +2 2 9 Ability Score Improvement
5th +3 3 11 Extra Attack
6th +3 3 13 Archetype feature, Walk it Off
7th +3 4 16 Knock em Dead
8th +3 4 18 Ability Score Improvement
9th +4 5 20 Archetype feature
10th +4 5 22 Talented Combatant
11th +4 6 25 Extra Attack (2)
12th +4 6 27 Ability Score Improvement
13th +5 7 29 Archetype feature
14th +5 7 31 Winning Spirits or Loser's Gripes
15th +5 8 34 Knock em Dead (2)
16th +5 8 36 Ability Score Improvement
17th +6 9 38 Knock em Dead (3)
18th +6 9 40 Archetype feature
19th +6 10 43 Ability Score Improvement
20th +6 11 46 Talented Combatant (2), Bloody and Battered

Dirty Fighting[edit]

At 1st level, you pick up some cheap tricks from your time of scuffling. You learn as many Dirty Fighting Techniques as the number listed plus your Wisdom modifier (at minimum, 1). Every time you level and the number goes up, you choose a new Dirty Fighting Technique.

Some D.F. Techniques will ask for a saving throw or tell you to use your D.F. modifier. They are listed below:
Dirty Fighting Save DC: 8 + Dexterity or Strength Modifier (choose one) + Proficiency Bonus
Dirty Fighting Modifier: Dexterity or Strength Modifier (choose one) + Proficiency Bonus


In the farthest most column is your Grit points. These are expendable points used for using D.F. Techniques, typically variable in how many you can use per attack. Typically, Grit will only be used for these, unless specified later in the class. You regain all Grit points after a long rest, and can use a hit die to regain that many Grit during a short rest. Any grit past the maximum is wasted.

Scrappy Fighter[edit]

Also at 1st level, you also realize how powerful your environment is. Improvised weapons now cause 1d6 damage, and your fists cause 1d4 bludgeoning. You can also choose to add your Dexterity modifier to your attacks and damage rolls instead of your Strength modifier.

The damage increases when you reach 5th level (1d8 and 1d6), 11th level (1d10 and 1d8), and 17th level (1d12 and 1d10)


At 2nd level, you choose what you want to prioritize: The art of a Hit and Run, the sneaky Bait and Switch, or the maneuvers of a Show and Tell. You will gain a benefit at this level, as well at 6th, 9th, 13th, and 18th.

Agile Footwork[edit]

At 3rd level, you start to get lighter on your feet. You gain proficiency in Acrobatics, and gain expertise if already proficient in it. Additionally, you can add 10 feet to your movement speed, and can Dash as a bonus action on your turn.

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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, when you take the Attack action on your turn. This later increases to three times at 11th level.

Walk it Off[edit]

You’re gradually getting tougher as you progress up the scales of being a bruising basher. Once you reach 6th level, you start to shrug off hits easier. As an action, you can hype yourself up with a rudimentary gesture. This can be anything from slapping yourself on the cheeks, or screaming that you can beat whomever you’re fighting. Regardless, this action will give you Temporary HP equal to four times the amount of Grit Points you spend on it, the max amount you can spend being your current level in the class.

Knock em Dead[edit]

Starting at 7th level, you attack your foes so hard that you pierce their defenses a lot easier. Your unarmed and improvised weapon attacks count as magical weapons as a means of overcoming resistances and immunities. In addition, you can choose to spend 3 Grit Points to make them roll a Constitution Saving Throw, equal to your D.F. Technique DC. If they fail, they are stunned until the beginning of your next turn. This can only be attempted once per turn, no matter how many attacks you have. At 15th level, it becomes 2 Grit Points, and at 17th it becomes 1 Grit Point.

Talented Combatant[edit]

Once you reach 10th level, you learn a powerful technique that only the best of the best street fighters know. You can choose one of these skills now, and another at 20th level. You can only use these skills once per long rest.

The (Last Name Here) Family Technique

(Prerequisite: Hit and Run Archetype) As an action, you can spend 8 Grit Points to make an extremely forced bluff. This forces any creatures choosing to contest your Intimidation or Deception (your choice) with an Insight check. If none of them succeed, you can proceed to both frighten non-allied creatures and make a Dash action in the opposite direction for double the distance your movement would normally take you.

Go for the Killing Blow..!

As part of an Attack action, you can spend 12 Grit Points to force the enemy into making a Dexterity saving throw. If it fails, and the creature has less than 50 hit points, it dies automatically. If it has more than that, then the creature takes Pd10 damage, P equal to your proficiency bonus. If it succeeds the Dexterity save, then you only deal a normal amount of damage for an attack.

Caltrop-Bomb Combination

(Prerequisite: Makeshift Bomb) You can use 10 Grit Points and your Action and Bonus Action to put a load of Caltrops into a bag of Gunpowder, or vice versa, and shake it up really well. Your next turn, you can throw the bomb as a Bonus Action, forcing any creature within a 10 ft radius of where it lands to make a Dexterity Saving Throw, taking 6d6 Fire damage and 2d8 Piercing damage on a failed save and half as much on a success. This also causes caltrops to litter the space where it was detonated, causing creatures to walk in the space to make a DC 13 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature gains at least 1 hit point, it also has it’s walking speed reduced by 10 feet.

Farewell, my friends…

(Prerequisite: Bait and Switch Archetype) As a reaction, you can feign your death when hit by an attack for 8 Grit Points. You can say something dramatic, to inspire your comrades, or say nothing and die bitterless. Regardless, when you do this, any friendly creature gains 15 Temporary HP and a +1 to attack and damage rolls, raging at your death. The buff will last as long as you pretend to stay dead on the ground, immediately disappearing when you make even a hint that you’re alive.

I’m actually over here!

(Prerequisite: Show and Tell Archetype) As an action, and spending 10 Grit Points, you seemingly teleport around a creature, and suddenly hit it extremely hard in the back. You make a normal attack roll, adding +5 to the attack and damage rolls. A modified roll that goes above 20 is a critical hit. If you roll a critical hit, you can add an extra damage dice. This buff goes for all of your attacks that action, however not for offhand attacks.

Serious Attack

(Prerequisite: Level 20) As an action, and spending any remaining Grit Points you have left, you can perform a Serious Attack. You target a creature with a seemingly normal attack, and only after it’s too late can they see the rage in your eyes. You deal xd4 Bludgeoning damage, x being how many Grit Points you spent on the attack. Whether you hit or miss, after you use this, you are completely immobilized: You fall in a state similar to being unconscious, but you can still see, hear, and think. You also gain 4 levels of exhaustion. You are only able to move again after a short rest.

Winning Spirit[edit]

You’ve been fighting so long and keeping your losses to a minimum. Anytime you enter a fight, you seem to be the victor most of the time. At 14th level, whenever you are forced to make a Strength, Dexterity, or Constitution Saving Throw, you can grant yourself advantage with your reaction. You can use this a number of times equal to your Constitution modifier, minimum of 1. This feature resets after a long rest.

Alternatively, you can take the following feature:

Loser's Gripes[edit]

At this point in your life, you’re shocked you’ve lived this long. You can’t catch a break, whether it be that one arrow always shooting you right in the back, or the wizard deciding to aim at you with their fireball. At 14th level, you can use your reaction to grant disadvantage on an enemy’s attack roll, to show them what it’s like being a loser. You can do this a number of times equal to your Constitution modifier, minimum of 1. This feature resets after a long rest.

Bloody and Battered[edit]

You’ve gone through many different beasts, using whatever means you had to just to take down one after the other. You aren’t scared by the fear of death anymore; rather, it’s just another part of life. At 20th level, you can enter a state of total disillusion. When you reach below half of your maximum hit points, you can say that you’re “Bloody and Battered”. This grants you the following benefits:

  • You are immune to being Frightened, Charmed, or Stunned.
  • You gain resistance to non magical piercing, bludgeoning and slashing damage.
  • You gain a Legendary Action, which can only be used to do the following actions: An Attack Action, Dash Action (must be used toward a hostile creature), or an Improvised Action.

Such power does not come without it’s drawbacks;

  • For each Legendary Action you use past the first one, you gain a level of exhaustion after you exit the B&B State.
  • If you are healed over half of your maximum hit points, you immediately exit the B&B state. You also leave the state after 1 minute, or as a Bonus Action.

You can enter this state once before requiring a long rest.

Dirty Fighting Techniques[edit]

These techniques are usually only used by those who are willing to get dirty when they fight. As a result of this, they require a certain amount of Grit to use. If you attempt to use any technique without the right amount of grit points, you’ll just do a normal attack and end up in a Floundering state until your next turn; This is essentially the prone condition but they are standing upright. Some skills also have prerequisites that must be met to take the skill.

Knockdown Strike

Use: 2 Grit, 1 Action; You perform a Melee attack roll against a creature, aiming at whatever’s keeping it stable. If you hit, then you roll damage as normal and force the creature to make a Strength Saving Throw. If it fails, it falls prone. If it’s immune to prone, then your grit used is half.

Armor Cleave

Use: 2 Grit, 1 Action; You perform a Melee attack roll against a creature’s armor, hide, or whatever it has for a protective matter. You still need to beat the creature’s AC. If you succeed, then you can lower it’s AC by 1. This can only be used to lower the AC once, unless the DM agrees to letting you cut through multiple places. (ex. A Tarrasque’s monster hide can be cut through most likely due to how huge of a creature it is.)

Intimidating Blow

Use: 1-5 Grit, 1 Action; You make an attack so ferociously that you attempt to startle the creature as well. If your base attack hits, the creature makes a Wisdom Saving Throw. If it fails, then you lower it’s next attack’s damage by how many Grit you used. You gain a multiplier for how many levels you have in the Brawler class; At 5th level, you multiply the Grit used by 1.5, rounding down; At 11th, multiply Grit by 2; At 18th, multiply it by 3.


Use: 2 Grit, 1 Action; Before you make an attack, you can declare it a Swing. If you hit the first creature, you can make an attack roll on an adjacent creature and attempt to hit them as well. If there’s more than 2, you can exert 1 extra grit per creature to keep attacking.

Weighted Strike

Use: 2 Grit, 1 Action; Before you make an attack, you can declare it a Weighted Strike. This allows you to take a minus 5 or half your brawler level rounded up, whichever is higher, to your attack roll. In exchange, if you land the attack, it’s a natural critical hit.

Crushing Blow

Prerequisite: 7th level in Brawler, Weighted Strike ; Use: 4 Grit, 1 Action; You know how to ultimately crush things with either your fists or weapon of choice. You can choose to declare your attack a Crushing Blow before your attack and take a minus 10 to your attack roll, or 3/4ths of your brawler level, rounded up, whichever is higher. In exchange, you deal a critical hit, and can multiply the amount of dice you’d roll for a critical hit by 2.

Plead, Grovel and Weep

Use: 3 Grit, 1 Action; Functions similarly to a Kobold’s “Grovel, Cower and Beg” ability, allowing you to, as an action, weep pathetically to distract enemies nearby. Any allies have advantage on hostile creatures within 15 feet of you until your next turn. You can only use this once per encounter, and if the enemy fights you again, they do not fall for it. If you are a Kobold and use this, the cost is lowered to 2.

Makeshift Bomb

Use: 3 Grit, 1 Bonus Action; You can haphazardly attempt to make a makeshift bomb with any gunpowder you have. As a bonus action, you can make a Wisdom Check to create a bomb if you have a small satchel of gunpowder. The DC is 15, and once you successfully make 3 or try 5 times, whichever happens first, the DC is lowered to 10. This bomb can be thrown as an improvised ranged weapon, has a range of (20/40), and explodes in a 5 ft radius, forcing a Dexterity saving throw equal to your D.F. Save. They take 2d6 fire damage on a failure, and half as much on a success. Any makeshift bombs you make that you don’t use before a short rest fall apart, and become unusable. You get the materials back.

Smoke Bomb

Prerequisite: Makeshift Bomb ; Use: 4 Grit, 1 Bonus Action; You know your way around making a bomb, so you try and experiment a bit with different types. As a bonus action, you try to arrange the materials into causing less damage in exchange for cover. If you succeed a DC 15 Wisdom Check, you create a Smoke Bomb. It has the same range as a normal makeshift bomb, however it replicates the effect of Fog Cloud, replacing the fog with smoke. As this is a spell-like ability, it is not affected by dispel magic or any similar spells. You also don’t need to maintain concentration. This has the same time restrictions as the Makeshift Bomb.

Pocket Sand!

Use: 2 Grit, 1 Action; You pick up some loose elements from the ground; Dirt, Sand, or something akin to them. You then toss it in the face of an adjacent creature. They must succeed a Dexterity Saving Throw, or else be blinded until their next turn.

Low Blow

Prerequisite: Pocket Sand! ; Use: 4 Grit, 1 Action; This functions the same as Pocket Sand!, except you can also make an attack action against the creature. Since they’re blind, you have advantage on the attack.

Cuss Out

Prerequisite: 5th level in Brawler ; Use: 3 Grit, 1 Action; You know words that would make your mother sick, and can use these to inflict damage on folks. You can forgo an attack to instead cast Vicious Mockery, except instead it does 3d4 psychic damage. For purposes of Dispel Magic, this is considered a spell like ability, so it cannot be dispelled.


Prerequisite: 7th level in Brawler ; Use: 5 Grit, 1 Action; You’ve been working on your throwing game. Passively, you double your range for throwing Improvised Weapons, Javelins, Darts, and Knives. As an action, you can cast Catapult on an object you’re holding. For purposes of Dispel Magic, this is considered a spell like ability, so it cannot be dispelled.

Hefty Lifter

Prerequisite: 5th level in Brawler, Strength of 15 or higher ; Use: 4 Grit, 1 Bonus Action; You’ve been lifting, and are confident in your muscles to pave your path. You can use your Grit to make you able to Push, Pull, and Lift objects one size larger than your normally can, and give yourself advantage on Strength Saving Throws for one minute.

Speed Demon

Prerequisite: 5th level in Brawler, Dexterity of 15 or higher ; Use: 5 Grit, 1 Bonus Action; You are a slick person, both in looks and in agility. You can, as a bonus action, use your Grit to double your movement speed and have advantage on Dexterity Saving Throws for one minute.

Hearty Guy

Prerequisite: 5th level in Brawler, Constitution of 15 or higher ; Use: 4 Grit, 1 Bonus Action; You know for a fact you’re the toughest guy you know. You can, as a bonus action, use your Grit to become tough and beefy, which grants you a +2 to your AC and gives you advantage on Constitution Saving Throws for one minute.

Total Beatdown

Prerequisite: 13th level in Brawler ; Use: 9 Grit, 1 Action; You are confident enough to rally your allies together to just beat up a thing. You can use an action to attack a creature within 5 ft of you. Your allies within 15 ft of you can use their reaction to move towards the same creature and attack it. Attacking like this limits your number of attacks to two. This can be used once per short rest. When you take this, as well, you gain a passive +1 to Charisma.

Hit and Run[edit]

Hit-and-Run Brawlers are always about getting off a large damage, then getting away. With this archetype, you can get in, punch a guy, then run away, all at once. You know, as whatever race you are, you can be pretty feeble in living, and this is most commonly seen with humans, goblins, and kobolds.

Additional Dirty Techniques

You gain some Dirty Fighting Techniques when you choose this Subclass. These are added to the list of Dirty Fighting Techniques you can learn. You can pick one when you choose this Subclass, and it does not add to your D.F. Techniques learned.

Swift Handed[edit]

Use: 1 Grit; You’ve gotten good at moving your hands quick. As a result, you gain a passive proficiency to Sleight of Hand. If you already have it, choose another Dexterity-based skill to be proficient in. In addition, you can use Grit to deal an additional 1d4 damage to whatever source of damage you did. This matches whatever damage type you did (i.e, if you hit someone with a club, the 1d4 of damage is Bludgeoning). You can use extra grit to deal an additional die, the number of grit you can use equal to half your Brawler level, rounded down.


Use: 2 Grit; Your legs are reliably good at jumping. You can use half of your movement to leap a distance equal to your dexterity score x 3 ft. This can be used once per movement, and can be used to leap straight up, or as a long jump.

Surprise Attack![edit]

Use: 2 Grit, 1 Action; If you haven’t rolled initiative yet, you can use an action to attack a creature with advantage and deal critical damage. You can also add your Proficiency Bonus to your Initiative, passively.

Agile and Light

At 6th level, you can escape easily from any danger. With your bonus action, you can disengage or dodge. You can also use your reaction to reroll a saving throw, and you must take the new result. You can use this ability one per long rest.


At 9th level, you gain the ability to be an Expert in something. Choose two skills you are proficient in; You now have expertise in them. This doubles your proficiency when you make a skill check with them.


Once you reach 13th level, you are as slippery as a stick of butter in the bottom of hell. When you are subjected to make a Dexterity Saving Throw to take half damage, you instead take no damage. You still take full damage if you fail, however.

Finesse Training

Also at 13th level, you gain the knowledge that most Roguish figures know. You gain proficiency in any weapons with the Finesse property. With these types of weapons, you can add half of your proficiency, rounded down, to the damage roll.

Time to Act!

Finally, at 18th level, you are the embodiment of hitting quick, and hitting hard. Once per long rest, you can cast Haste on yourself, without needing any material or vocal components. You must maintain concentration, and isn’t considered magical for the sake of Dispel Magic. The advantage given by Haste doesn’t stack with the “Speed Demon” D.F. Technique.

Bait and Switch[edit]

The art of performing a Bait and Switch goes a lot more than simple marketing cons and trickery in games. Baiting and Switching is to show an enemy something, or pretend to do something else, and instead fool them into falling for a different effect. This is typical for many dwarves, gnomes, and orcs.

Additional Fighting Techniques

You gain some Dirty Fighting Techniques when you choose this Subclass. These are added to the list of Dirty Fighting Techniques you can learn. You can pick one when you choose this Subclass, and it does not add to your D.F. Techniques learned.

Underhanded Punch[edit]

Use: 2 Grit, 1 Bonus Action; You can make a contested Sleight of Hand check against a Monster’s Insight check; If you succeed, you get advantage on your next attack. You can choose to use it for any attack with your extra attacks.

Mystic Trickery[edit]

Use: 1 Grit, 1 Action; You cast the Minor Illusion cantrip. You have to describe it in a way which seems feasible, sometimes not logical, to trick someone into believing the illusion. You don’t need any material components to cast it, however, you might need something else to convince them of the illusion.

Extended Attack[edit]

Use: 2 Grit; When you attack a creature, you can extend the range by 10 feet. This is comparable to a lunge with your weapon or fist, then backing away.


Use: 3 Grit, 1 Action; You make a grapple check against a creature with a +1 to your grapple check modifier. If you succeed, you can use your bonus action to slam them into the ground, making them fall prone and take 1d8 plus your Strength Modifier bludgeoning damage.

Gambling Professional

When you reach 6th level, you are good at tricking people into believing they’re wrong. You gain a proficiency in Deception, or double your proficiency bonus if you’re already proficient in it. Additionally, you gain proficiency in any gaming set. When you play a game with the gaming set, you have advantage for any rolls to cheat.

Tricky Momentum

You take reference from Drunken Masters with the way you move about, making your movement unpredictable. At 9th level, any attacks of opportunity against you are made with disadvantage, and you don’t face the risk of an attack of opportunity when you go diagonal of a hostile creature unless you stop there.

Of Equal Trade

You’re good at making deals, and trading more than just wealth. At 13th level, as a reaction when you take damage, you can reflect half of the damage you took to the damage dealer. You can do this a number of times equal to your Constitution modifier, and regain uses on a short or long rest. In addition, you have advantage when trying to convince someone that an object is worth more than it truly is, up to double its actual value.


You have an unwavering face; You can’t be told when you are lying in the slightest. At 18th level, any time a creature makes an Insight check against you automatically fails. In addition, any time a Divination spell is used against you or somewhere you might be (i.e Scrying, Clairvoyance, etc.), you don’t show up anywhere, or the spell fails if specifically targeting you.

Show and Tell[edit]

You have been known to like a bit of magic, but you still want to be able to sock a person in the jaw. And that’s ok, because you decide to show people your magic then tell them why they should give up. You’re a fan of fantastical feats, featuring your magical prowess while being beefy enough to take a hit. Elves, tieflings, and other races well versed with magic are best known for this.

Additional Magic Techniques

Unlike the other two subclasses, you do not get any additional D.F. Techniques. Instead, you gain the ability to cast Cantrips. Firstly, you can gain a cantrip between the following; Prestidigitation, Thaumaturgy, or Druidcraft. You may learn 1 other cantrip. You can expend 1 Grit Point to cast a cantrip. Wisdom is your casting modifier for these spells. Your spell list is detailed beneath the Show and Tell subclass. You gain additional cantrips at 7th and 13th levels.


Only at level 5 do you get the ability to cast full-fledged spells. You learn a number of spells, and have a number of spell slots, equal to your level on the table:

Brawler Level Spells Known 1st 2nd 3rd 4th
5th 3 2 -- -- --
6th 3 3 -- -- --
7th 4 3 -- -- --
8th 4 4 2 -- --
9th 5 4 2 -- --
10th 5 4 2 -- --
11th 6 4 3 -- --
12th 6 4 3 -- --
13th 7 4 3 -- --
14th 7 4 3 2 --
15th 8 4 3 2 --
16th 8 4 3 3 --
17th 9 4 3 3 --
18th 9 4 3 3 --
19th 10 4 3 3 1
20th 10 4 3 3 1
Elemental Hand

You also learn around 6th level to enhance your martial abilities with your magic. You can expend a first level spell slot or higher to make a magical aura around your fist or weapon, choosing between Fire, Cold, Lightning, Thunder, or Acid damage. As part of your attack, you can add an extra 1d8 of the type chosen. At level 9, you can add Necrotic and Radiant to the list, and 13th you can add Psychic and Force.

Dirty Magic

You make a realization; You can theoretically pass your normal limits of magic if you just Grit your teeth, and just do it. At 13th level, as a bonus action, you can think really, really hard about wanting more magic, and then convert your Grit to Spell Slots, the amount needed equal to three times the number of the level of spell slot.

Additionally, you can use higher level spell slots with your Elemental Hand ability. When you do this, you add an extra d8 per slot.

Showing Your Hand

You are very well adept at hiding your power from your enemy, but you sometimes flaunt it against an enemy before they die. Choose one 7th or lower level Wizard, Sorcerer or Warlock spell. You can cast it once per long rest. Additionally, you can change the spell during a long rest.

Show and Tell Spell List[edit]

You know all of the spells on the listed spell list. When you multiclass, you don't get these spells unless you are a Show and Tell Brawler.


Booming Blade, Dancing Lights, Druidcraft, Friends, Green-Flame Blade, Lightning Lure, Mage Hand, Magic Stone, Prestidigitation, Resistance, Thaumaturgy, True Strike

1st Level

Armor of Agathys, Burning Hands, Cause Fear, Charm Person, Chromatic Orb, Compelled Duel, Detect Magic, Expeditious Retreat, Fog Cloud, Grease, Ice Knife, Jump, Longstrider, Shield, Snare, Witch Bolt

2nd Level

Alter Self, Blur, Cloud of Daggers, Enlarge/Reduce, Find Traps, Flame Blade, Heat Metal, Hold Person, Levitate, Magic Weapon, Misty Step, Pass without Trace, Rope Trick, Shadow Blade

3rd Level

Blinding Smite, Blink, Dispel Magic, Fear, Fireball, Glyph of Warding, Phantom Steed, Speak with Dead, Wall of Water

4th Level

Charm Monster, Confusion, Death Ward, Dominate Beast, Polymorph, Wall of Fire


Prerequisites. To qualify for multiclassing into or out of the Brawler class, you must meet these prerequisites: You must have a Strength and Dexterity of 13 or higher.

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