Legimus
2018-06-06, 10:53 PM
I've long been frustrated by the lack of a Strength-based unarmed melee character. I know there is no shortage of homebrews trying to fill this void, but I haven't found one that felt right for me, so I made my own. This is my first time making a custom subclass, so I'd really appreciate feedback!
THE BRAWLER
Brawlers are fighters that think of themselves as living weapons. They eschew traditional arms and armor, preferring to fight with their bare hands. Brawlers come from many walks of life, but are united by a desire to train their bodies to physical perfection. Fighters who emulate this archetype have nerves of steel, and anyone who underestimates them for being unarmed is sure to be crushed by their brute force.
Bare Knuckles
When you choose this archetype at 3rd level, you can roll a d4 in place of the normal damage of your unarmed strike. When you reach 5th level in this class, this die increases to a d6. When you reach 11th level, it increases to a d8. At 17th level, it increases to a d10.
When you make an unarmed strike as part of the Attack action on your turn, you can perform one of the following techniques as a bonus action:
Kidney Shot. Make an unarmed strike. If it hits, the target cannot take reactions until the start of your next turn.
Clinch Hold. Attempt to grapple a creature.
Shoulder Roll. Take a defensive stance, causing the next attack roll against you to be made with disadvantage if you can see the attacker.
Unarmored Defense
Beginning at 3rd level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.
Moxie
Starting at 7th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. In addition, when you make an unarmed strike against an inanimate object, treat your damage rolls as having rolled the maximum die result.
Haymaker
At 10th level, you learn how to throw all your strength into a single crushing blow. As an action, make an unarmed strike. On a hit, the attack's damage is doubled. The target is pushed 20 feet away from you and must make a Constitution saving throw. If it fails, it is stunned until the end of your next turn. The saving throw DC equals 8 + your proficiency bonus + your Strength modifier. When you reach 20th level in this class, the attack's damage is tripled.
If you miss this attack, you cannot use this feature again until you finish a short or long rest.
Relentless Conditioning
Starting at 15th level, you gain proficiency in Dexterity saving throws. When you are knocked prone, you can use your reaction to stand up at no movement cost. You may not do so again until you finish a short or long rest.
Perfect Technique
At 18th level, you become a master in hand-to-hand combat, improving all of your Bare Knuckles techniques.
When you use Kidney Shot, the target must succeed a Strength saving throw or be knocked prone. The saving throw DC equals 8 + your proficiency bonus + your Strength modifier.
When you use Clinch Hold, make your grapple check with advantage.
When you use Shoulder Roll, until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker.
Edits
Fixed Unarmored Defense
Removed Athletics ribbons
Removed Bob and Weave
Removed Sucker Punch
Changed Unshakable to give DEX save proficiency and counter to being prone
Changed the unarmed strikes to scale the same as the monk's Martial Arts
THE BRAWLER
Brawlers are fighters that think of themselves as living weapons. They eschew traditional arms and armor, preferring to fight with their bare hands. Brawlers come from many walks of life, but are united by a desire to train their bodies to physical perfection. Fighters who emulate this archetype have nerves of steel, and anyone who underestimates them for being unarmed is sure to be crushed by their brute force.
Bare Knuckles
When you choose this archetype at 3rd level, you can roll a d4 in place of the normal damage of your unarmed strike. When you reach 5th level in this class, this die increases to a d6. When you reach 11th level, it increases to a d8. At 17th level, it increases to a d10.
When you make an unarmed strike as part of the Attack action on your turn, you can perform one of the following techniques as a bonus action:
Kidney Shot. Make an unarmed strike. If it hits, the target cannot take reactions until the start of your next turn.
Clinch Hold. Attempt to grapple a creature.
Shoulder Roll. Take a defensive stance, causing the next attack roll against you to be made with disadvantage if you can see the attacker.
Unarmored Defense
Beginning at 3rd level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.
Moxie
Starting at 7th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. In addition, when you make an unarmed strike against an inanimate object, treat your damage rolls as having rolled the maximum die result.
Haymaker
At 10th level, you learn how to throw all your strength into a single crushing blow. As an action, make an unarmed strike. On a hit, the attack's damage is doubled. The target is pushed 20 feet away from you and must make a Constitution saving throw. If it fails, it is stunned until the end of your next turn. The saving throw DC equals 8 + your proficiency bonus + your Strength modifier. When you reach 20th level in this class, the attack's damage is tripled.
If you miss this attack, you cannot use this feature again until you finish a short or long rest.
Relentless Conditioning
Starting at 15th level, you gain proficiency in Dexterity saving throws. When you are knocked prone, you can use your reaction to stand up at no movement cost. You may not do so again until you finish a short or long rest.
Perfect Technique
At 18th level, you become a master in hand-to-hand combat, improving all of your Bare Knuckles techniques.
When you use Kidney Shot, the target must succeed a Strength saving throw or be knocked prone. The saving throw DC equals 8 + your proficiency bonus + your Strength modifier.
When you use Clinch Hold, make your grapple check with advantage.
When you use Shoulder Roll, until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker.
Edits
Fixed Unarmored Defense
Removed Athletics ribbons
Removed Bob and Weave
Removed Sucker Punch
Changed Unshakable to give DEX save proficiency and counter to being prone
Changed the unarmed strikes to scale the same as the monk's Martial Arts