Unarmed Fighter: Brawling Style and Bruiser Martial Archetype

BASHMAN

Basic Action Games
I know these need some work, but this is just a starting idea for an unarmed fighter who isn't a monk.
Before anybody complains about this taking the place of the Tavern Brawler feat, part of the point is that you can make a character concept (unarmed fighter who is tough and not a monk) at level 1 and not have to do a bunch of level dipping or waiting for feats to build it.

Level 1: New Fighting Style: Brawling
You are proficient with unarmed attacks and do 1d4 damage with them. You are also proficient in Improvised Weapons. As your Fighter level increases, the damage you can do with unarmed strikes and improvised weapons increases. At 5th level, you do 1d6 damage, at 11th level you do 1d8 damage, and at 17th level you do 1d10 damage with unarmed strikes or improvised weapons.

1-2 Punch: When you use the Attack action on your turn, you can make one unarmed strike as a bonus action if you have a hand free. For example, if you take the Attack action and attack with a sword or a beer mug, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
Wrestling: When you successfully hit with an unarmed strike, you can Grapple as a bonus action, assuming you haven’t already taken a bonus action this turn.

If you are wearing magical armor that includes gauntlets, your unarmed strikes count as magical weapons for the purpose of overcoming immunity or resistance.

Bruiser (Martial Archetype)
Level 3: Unarmored Defense
You’ve become so tough you can hold your own in a fight without armor. When unarmored, your Armor class is 10+ your Constitution Modifier + your Dexterity Modifier. This can be combined with a shield, but doing so prevents you from making a 1-2 Punch or Wrestling.
Level 7: Counter-Punch:
When an enemy hits you with a melee attack, you can use your reaction to make an unarmed strike. This unarmed strike does +1d6 damage in addition to the normal damage.
Level 10: Uppercut:
When you roll a critical hit with an unarmed strike, your opponent must make a Strength saving throw or be knocked prone. The DC of this save is 8+ your proficiency bonus + your Strength Modifier.
Level 15: TKO
When you roll a critical hit with an unarmed strike, you opponent must make a Constitution saving throw or be Stunned until your next turn. The DC of this save is 8+ your proficiency bonus + your Strength Modifier. This effect combines with the effect of Uppercut; each allows a separate saving throw.
Level 18: Survivor
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.
 
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I know these need some work, but this is just a starting idea for an unarmed fighter who isn't a monk.
Before anybody complains about this taking the place of the Tavern Brawler feat, part of the point is that you can make a character concept (unarmed fighter who is tough and not a monk) at level 1 and not have to do a bunch of level dipping or waiting for feats to build it.

Level 1: New Fighting Style: Brawling
You are proficient with unarmed attacks and do 1d4 damage with them. You are also proficient in Improvised Weapons. As your Fighter level increases, the damage you can do with unarmed strikes and improvised weapons increases. At 5th level, you do 1d6 damage, at 11th level you do 1d8 damage, and at 17th level you do 1d10 damage with unarmed strikes or improvised weapons.

1-2 Punch: When you use the Attack action on your turn, you can make one unarmed strike as a bonus action if you have a hand free. For example, if you take the Attack action and attack with a sword or a beer mug, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
Wrestling: When you successfully hit with an unarmed strike, you can Grapple as a bonus action, assuming you haven’t already taken a bonus action this turn.

If you are wearing magical armor that includes gauntlets, your unarmed strikes count as magical weapons for the purpose of overcoming immunity or resistance.

Bruiser (Martial Archetype)
Level 3: Unarmored Defense
You’ve become so tough you can hold your own in a fight without armor. When unarmored, your Armor class is 10+ your Constitution Modifier + your Dexterity Modifier. This can be combined with a shield, but doing so prevents you from making a 1-2 Punch or Wrestling.
Level 7: Counter-Punch:
When an enemy hits you with a melee attack, you can use your reaction to make an unarmed strike. This unarmed strike does +1d6 damage in addition to the normal damage.
Level 10: Uppercut:
When you roll a critical hit with an unarmed strike, your opponent must make a Strength saving throw or be knocked prone. The DC of this save is 8+ your proficiency bonus + your Strength Modifier.
Level 15: TKO
When you roll a critical hit with an unarmed strike, you opponent must make a Constitution saving throw or be Stunned until your next turn. The DC of this save is 8+ your proficiency bonus + your Strength Modifier. This effect combines with the effect of Uppercut; each allows a separate saving throw.
Level 18: Survivor
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.


Does 1-2 Punch add your modifier to damage with the bonus action attack? Does the 'free hand' requirement mean it can't be used with a two-handed weapon? I already see sword and board and dual wielding won't work with it, which is good, but I can see people wanting to say they can take a hand off their weapon to attack.

When you roll a critical at level 15+ do you get the effects of Uppercut and TKO, or do you have to decide which of the two you're using?
 

Does 1-2 Punch add your modifier to damage with the bonus action attack? Does the 'free hand' requirement mean it can't be used with a two-handed weapon? I already see sword and board and dual wielding won't work with it, which is good, but I can see people wanting to say they can take a hand off their weapon to attack.

When you roll a critical at level 15+ do you get the effects of Uppercut and TKO, or do you have to decide which of the two you're using?

Yes, 1-2 PUnch should add STR to both attacks. You are also right that you shouldn't be allowed to use a 2-handed weapon with it.

Yes, both effects take place, and each allows a save (one is a STR save, the other is a CON save)
 


The entire point of this is not using the Monk, and just sticking to Fighter.

Anyway, this is a great idea. What about being able to grapple people, and slam them into improvised weapons, ala a hardcore wrestler?
 

Ok, been working on this reply for a while now. Sorry it wasn't done sooner.

First - I support the idea of a Brawler, Pugilist, Martial Artist character idea that isn't a "Monk". Just wanted to let you know you aren't alone.

Ok, now onto some analysis.

TAVERN BRAWLER:
* +1 STR or CON (max 20)
* Proficiency: Improvised Weapons, Unarmed Strikes
* Unarmed Strikes = 1d4 dmg
* Bonus Action can be used to grapple

vs. BRAWLING:
* Proficiency: Improvised Weapons, Unarmed Strikes
* Unarmed Strikes = 1d4 dmg
* Gains Monk's damage progression for Unarmed Strikes & Improvised Weapons
* "1-2 Punch" ability
* "Wrestling" ability
* Magical armor/gauntlets count as magical unarmed strikes

Wow. That's a lot.

Firstly, I have to say it steps a little too much on the Tavern Brawler's feet and possibly dips too much into the monk (though see below). The first thing I'd do is decide the focus of the concept. Personally I'd go with Unarmed Combatant and drop the Improvised Weapons aspect, especially if the Unarmed damage is already the same as a weapon. This still leaves something that could be acquired by the feat if it was also taken. Remember the Fighting Style isn't a feat replacement.

Secondly, I have to point out that this is just simply too much stuff to give as a Fighting Style. The existing Fighting Styles are simple bonuses.
(e.g: +1 to AC / +2 to attack with a specific weapon type / +2 to damage with a specific weapon type / Re-roll 1's and 2's on damage dice / Impose Disadvantage on an attack / add STAT damage on off-hand attacks.)

Thus BRAWLING would need to fit into this same pattern.
1) Fighter's don't need to be Given proficiency in Unarmed attacks as they are considered a Simple Weapon for sake of proficiency.
2) To be viable the strikes need to deal 1d4 damage.

Thus I'd go with the following as the Fighting Style.

BRAWLING: You gain a +2 bonus to damage rolls you make with unarmed and fist weapon attacks.

Technically you haven't jumped up to being equal to a monk's 1d4 base damage yet, but it encourages the use of "fist weapons" (see below) which is more fitting as a Fighter Style but not totally necessary as it still make your unarmed damage 3+Stat where a Monk's average is 2.5+Stat, so still on par and slightly better as its less swingy.


Now onto the Martial Archetype... Considering how much you wanted to include in the Fighting Style we should start there. Since this is a "Monk multiclass substitute subclass" (much like the Eldritch Knight is a Wizard multiclass substitute subclass) we'll begin with the 3rd level ability basically being an adaptation of the 'Martial Arts' monk ability.


BRUISER
You are an up close, in your face, grim and gritty combatant.

PUGILIST (Level 3)
As the level 1 monk's "MARTIAL ARTS" with the following changes.
* All references of "Monk Weapons" becomes "Fist Weapons" (Fist Weapons: armored gauntlets, cestus, katar [or punching dagger], knuckledusters, spiked gauntlets, etc. [simple light weapons likely ranging from 1d4 to 1d6 in damage and can cover bludgeoning, piercing and slashing]).
* "You gain the following benefits while you are unarmed or wielding fist weapons and you aren't wielding a shield." (This wording drops the armor restriction.)
* Restrict the Scaling Damage (as taking it as-is stealing too much from the monk) reducing it to: 1d4 @ 3rd / 1d6 @ 8th / 1d8 @ 16th.

This still makes Tavern Brawler a desirable feat rather than subsuming the whole feat into the class, as it would still grant you:
* +1 STR or CON (max 20)
* Proficiency: Improvised Weapons
* Bonus Action can be used to grapple (aka Wrestling)


UNARMORED DEFENSE - I would drop this completely (replaced with "Pugilist"). With the change to "Pugilist" allowing the fighter to "brawl" in armor, this is unnecessary and basically makes them a Monk again, not a fighter. It also makes this type of character viable.
Thibbledorf_Pwent.jpg



COUNTER PUNCH, UPPERCUT, TKO
* Some of these are too over powered while others are underpowered. For instance Counter Punch at level 7 is the same thing but better damage as a Barbarian's 14th level Retaliation. At the same time Uppercut is only 1 of three possible results for a Monk's Open Hand Technique.
* These seem to be more like maneuvers that could be condensed down (using existing mechanics as examples), so here is what I might do...


SUCKER PUNCH (Level 7)
At 7th level, you learn how to place your unarmed attacks for the maximum impact. Once on each of your turns when you hit a creature with an unarmed or fist weapon attack, you can cause the attack to deal an extra 1d8 damage to the target.

DIRTY FIGHTING
At 10th level, you can use your unpredictable fighting style to make viscous attacks against your foe. Whenever you hit a creature with an unarmed attack or a fist weapon, you can impose one of the following effects on the target:
* It must make a Dexterity saving throw or be knocked prone.
* It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
* It must make a Constitution saving throw or be stunned until the end of your next turn.
The saving throw DC is calculated as follows: 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

COUNTER-PUNCH
At 15th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make an unarmed or fist weapon attack against that creature.


Lastly...
SURVIVOR - Straight from the Champion. While it works, its not unique. Is that bad? I guess its personal taste, but 5E has tried to make each subclass unique in its abilities from others in the same class. If you want to make this subclass unique from other fighters, you could again look at mimicing other existing mechanics. If you follow the "Monk Multiclass" theme, I would give them the monk's OPPORTUNIST ability at level 18.


So in summary here are the changes I'd suggest and may likely use for myself.

NEW WEAPON GROUP:
FIST WEAPONS
Fist weapons is a weapon grouping akin to "monk weapons". It includes reskinned weapon names such as armored gauntlets, cestus, katar [or punching dagger], knuckledusters, spiked gauntlets, etc. These are all Simple Weapons with the Finesse and Light properties and could range from 1d4 to 1d6 in damage and can cover bludgeoning, piercing and slashing damage types. Examples:
* Armored Gauntlet: 1d6 bludgeoning / Finesse, Light
* Cestus: 1d6 slashining / Finesse, Light
* Katar: 1d6 piercing or slashing / Finesse, Light
* Knuckledusters: 1d4 bludgeoning / Finesse, Light
* Spiked Gauntlet: 1d6 piercing / Finesse, Light


NEW FIGHTING STYLE:
BRAWLING
You gain a +2 bonus to damage rolls you make with unarmed and fist weapon attacks.


NEW MARTIAL ARCHETYPE:

BRUISER

PUGILIST
Starting when you choose this archetype at 3rd level, your experience with brawling has given you a mastery of combat styles that use unarmed strikes and fist weapons.
You gain the following benefits while you are unarmed or wielding fist weapons and you aren't wielding a shield.
* You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed and fist weapon attacks.
* You can roll d4 in place of the normal damage of your unarmed strike or fist weapon. This die increases to d6 at 8th level and d8 at 16th level.
* When you use the Attack action with an unarmed or fist weapon attack on your turn, you can make one unarmed strike as a bonus action.

SUCKER PUNCH
At 7th level, you learn how to place your unarmed attacks for the maximum impact. Once on each of your turns when you hit a creature with an unarmed or fist weapon attack, you can cause the attack to deal an extra 1d8 damage to the target.

DIRTY FIGHTING
At 10th level, you can use your unpredictable fighting style to make viscous attacks against your foe. Whenever you hit a creature with an unarmed attack or a fist weapon, you can impose one of the following effects on the target:
* It must make a Dexterity saving throw or be knocked prone.
* It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
* It must make a Constitution saving throw or be stunned until the end of your next turn.
The saving throw DC is calculated as follows: 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

COUNTER-PUNCH
At 15th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make an unarmed or fist weapon attack against that creature.

OPPORTUNIST
At 18th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hiit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.
 
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Khaalis, wow! Pretty cool..

UNARMORED DEFENSE - I would drop this completely (replaced with "Pugilist"). With the change to "Pugilist" allowing the fighter to "brawl" in armor, this is unnecessary and basically makes them a Monk again, not a fighter. .

How does this make it a monk? I don't have the PHB, but isn't Unarmored Defense, essentially, the Barbarian's AC bonus? It fits a tough unarmored character to me (edit: despite preferring not to use second attribute bonuses to AC for non-magical or ki powers)
 

How does this make it a monk? I don't have the PHB, but isn't Unarmored Defense, essentially, the Barbarian's AC bonus? It fits a tough unarmored character to me (edit: despite preferring not to use second attribute bonuses to AC for non-magical or ki powers)

Technically it's both monk and barbarian. One uses WIS the other CON but essentially the same thing. In both cases it's for classes to have an AC without the use of armor, which thematically is in opposition to the fighter shtick, which is the heavily armored warrior (regardless of attack style). This is also why the lightly armored duelist archetype really doesn't fit the fighter class, IMHO. It can be done but it needs to be forced.

Back to I armored, having an entire class feature that goes against the warrior's heavy armor style seems counterintuitive. If you want to be an Unarmored martial artist, you should either...
a) use the monk
b) make the brawler archetype for the barbarian rather than the fighter

JMHO.
 

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