The thing about the brawler is that it is
almost good, but a lot depends on how generous with magic items the DM is.
Level 3: This is where the problem lies.
- Unarmed Expert provides a damage floor but is basically a ribbon ability most of the time. What it does is provides a damage floor to the DM; if you do d6 damage unarmed or d8 with two hands you should not be doing less damage with an improvised weapon.
- Improvised Experthas two weaknesses. The first is that it leaves the damage too much up to the DM, and the second is even with a generous DM it is likely that (until level 10) it will be strictly better to just use an ordinary non-magical weapon.
- There is a "secret sauce" here. Both the Sap and the Topple properties are limited in use; you can only sap someone once and you can't topple someone already down.
There are two things that are needed here. The first is a DM sidebar saying "Very few improvised weapons will do less damage than fists, and many will do more". And the second is some reason to use improvised weapons at all. My suggestion:
Confusing improviser: When using a specific item as an improvised weapon for the first time gain advantage on that attack roll.
This doesn't fix all the problems although it will keep you up with +1 weapons. Slightly lower damage but very easy advantage is something.
Level 7: This is a great ability. Bonus action attack as a freebie? At least it would be if both Shove and Grapple weren't restricted to targets no more than one size larger than you.
Level 10: Dirty fighting just
does not work with Improvised Expert. You can't use improvised weapons two handed. And one handed? Your properties are Slow (which if you are grappling someone is a ribbon property?), Sap (one hit only), and Vex (which is basically useless when you already have Advantage). And you can't dirty fight with two handed weapons?!?
Level 15: Gain proficiency bonus to damage with improvised weapons (which at least to some degrees makes up for the magic item issue), and use two Mastery properties? Let's look at those Mastery properties.
- One handed:
- Sap only applies to the next attack roll. Doesn't stack
- Slow doesn't stack
- Vex is mostly redundant if you've the foe grappled. It's not bad but doesn't synergise well other than to set up the attack.
- Two handed:
- Cleave gives you an extra attack you can only make 1/turn. No stacking
- Topple has the property that once someone is prone they can't be double-proned
- Push is pretty good
Add Push to the one handed list and Graze to two handed.
Level 18: Unarmed specialist. Are you
kidding me? +1 damage per unarmed attack? As a level 18 ability? That you can't use while using your level 15 ability?
And then there's the quick summary of the fundamental problem with the class:
- Level 3: Does not work with normal magic weapons
- Level 7: Does not work on foes larger than Large
- Level 10: Does not work with two handed improvised weapons (or foes larger than large)
- Level 15: Does not work with unarmed strikes
- Level 18: Does not work with armed strikes.
Every ability is either useless in a common situation or actively does not work with one of the other abilities.