|Level||Proficiency Bonus||Features||Rages||Rage Damage|
|1st||+2||Rage, Unarmored Defense||2||+2|
|2nd||+2||Reckless Attack, Danger Sense||2||+2|
|4th||+2||Ability Score Improvement||3||+2|
|5th||+3||Extra Attack, Fast Movement||3||+2|
|6th||+3||Combat Specialization Feature||4||+2|
|8th||+3||Ability Score Improvement||4||+2|
|9th||+4||Brutal Critical (1 die)||4||+3|
|10th||+4||Combat Specialization Feature||4||+3|
|12th||+4||Ability Score Improvement||5||+3|
|13th||+4||Brutal Critical (2 dice)||5||+3|
|14th||+4||Combat Specialization Feature||5||+3|
|16th||+5||Ability Score Improvement||5||+4|
|17th||+6||Brutal Critical (3 dice)||6||+4|
|19th||+6||Ability Score Improvement||6||+4|
As a Brawler, you gain the following class features
Hit Dice: 1d12 per Brawler level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per level after 1st
Armor: Medium Armor
Weapons: Simple weapons, martial melee weapons
Saving Throws: Constitution, Strength
Skills: Choose two from Athletics, Intimidation, History, Perception, Deception, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a vibro-ax or (b) any martial melee weapon
- (a) two vibroblades or (b) any simple weapon
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren’t wearing heavy armor:
- You have advantage on Strength checks and Strength saving throws.
- When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a Brawler, as shown in the Rage Damage column of the Brawler table.
- You have resistance to kinetic and energy damage.
If you are able to weave tech skills, you can’t weave them or concentrate on them while raging. Neutral and Dark Side force powers may be cast while raging, but Light Side powers may not.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the number of times shown for your Brawler level in the Rages column of the Brawler table, you must finish a long rest before you can rage again.
While you are not wearing any armor, your Defense Rating equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield generator and still gain this benefit.
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Also at 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
When you reach the third level, you have developed a preferred means to combat your enemies. Select either Berserker, Fencer, or Pikeman, which are all detailed at the end of the class description.
Ability Score Improvement
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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Also at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.
By 7th level, your instincts are so honed that you have advantage on initiative rolls.
Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
This increases to two additional dice at 13th level and three additional dice at 17th level.
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
At 13th level, you can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.
This increases to three additional dice at 17th level.
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.
At 17th level, you can roll three additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.
At 20th level, your experience in fighting is unmatched. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
Starting when you choose this combat specialization at 3rd level, the force behind your punches increases the damage made by unarmed strikes by 1d6.
Also when you choose this combat specialization at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.
Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one unit that you can see within 30 feet of you. If the unit can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened unit until the end of your next turn. This effect ends if the unit ends its turn out of line of sight or more than 60 feet away from you.
Beginning at 14th level, the immense rage that fuels you allows you to shrug off fatal blows.
While you’re raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.
When you pick this combat specialization at the 3rd level, you fight with finesse and pin-point accuracy instead of rage and ferocity.
Whenever you would rage you instead become centered and gain the following benefits if you aren't wearing heavy armor:
- You have advantage on Dexterity checks and Dexterity saving throws.
- When you make a melee weapon attack using Dexterity, you gain a bonus to the attack roll that increases as you gain levels as a Brawler, as shown in the Centered Damage column of the Fencer table.
- You have resistance to kinetic damage.
- Anytime you make a Strength check or saving throw you may instead use Dexterity.
You remain centered for 1 minute. It ends early if you are knocked unconscious. You can also end the centered status on your turn as a bonus action.
Once you have centered the number of times shown for your Brawler level in the Rage column of the Brawler table, you must finish a long rest before you can center again.
Appel and Disengage
Also when you pick this combat specialization at 3rd level, your Reckless Attack is replaced with Appel and Disengage.
When you make your first attack on your turn, you can decide to make a precise strike followed by a tactful disengage. Doing so gives you advantage on melee weapon attack rolls using Dexterity during this turn, but attack rolls against you have advantage until your next turn. Additionally, you make Disengage as a bonus action.
Beginning at 6th level, you can attack three times, instead of twice, whenever you take the Attack action with a one-handed melee weapon on your turn.
Also at 6th level, your technique allows you to lunge forward, attack, and return to position. Whenever you attack with a one-handed melee weapon your reach is increased by 5 feet.
Beginning at 10th level, when a unit forces you to make a saving throw while you are centered, you can use your reaction to make 2 one-handed melee weapon attacks to that unit.
Starting at 14th level, when you take damage from a unit that is within 5 feet of you, you can use your reaction to make a melee attack against that unit.
Beginning when you chose this specialization at 3rd level, as an action, you can open your awareness to the presence of the force. Until the end of your next turn, you know the location of any force sensitive or imbued item within 60 feet of you that isn't behind total cover.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Also at 3rd level, the force powers roiling inside you sometimes erupts from you. When you enter your rage, roll on the Force Surge table to determine the effect produced.
If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
|1||Dark draining force powers emanate all around you. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 force damage. You also gain 1d12 temporary hit points.|
|2||You force dash and disengage up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action. This effect does not count against your base movement.|
|3||You raise debris within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the debris explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 kinetic damage. Until your rage ends, you can use this effect again, raising more debris, on each of your turns as a bonus action.|
|4||Force channels through one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.|
|5||Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as force power lashes out in defense.|
|6||Until your rage ends, you are surrounded by a protective force barrier. You gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.|
|7||The ground below you is impacted with powerful force blasts. Until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.|
|8||A bolt of lightning shoots from your hand. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 lightning damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action.|
At 6th level, you can harness your latent force powers to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:
- For 10 minutes, the creature can roll a d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.
- Roll a d3. The creature regains one expended force-power slot or tech-charge, the level or quantity of which equals the number rolled or lower (the creature's choice). Once a creature receives this benefit, that creature can't receive it again until after a long rest.
You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Starting at 10th level, when you are imperiled during your rage, the force power within you can lash out; immediately after you take damage or fail a saving throw while raging, you can use your reaction to roll on the Force Surge table and immediately produce the effect rolled. This effect replaces your current Force Surge effect.
At the 14th level, whenever you roll on the Force Surge table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.
Also at the 3rd level, your skill with certain melee weapons keep your enemies at bay. While wielding a vibro-ax, vibrolance, vibrostaff, vibropike, or electrostaff you gain the following benefits:
- You can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is 1d4, and it deals the same damage as the weapon type.
- Your weapon attacks score a critical hit on a roll of 19 or 20.
- Critical strikes impale the target applying the bleeding status effect.
Lastly, at 3rd level, your first melee weapon attack is a sweeping strike. Your target must succeed a dc 12 Dexterity saving throw with advantage or be knocked prone. Sweeping Strike is ineffective against constructs or creatures more than one size greater than your own.
At 14th level, creatures hit with Sweeping Strike no longer have advantage on their Dexterity saving throw.
Beginning at the 6th level, you may use your action to spin and attack all enemies in your reach. Spin attack cannot benefit from the Extra Attack feature.
Circle of Reach
Also at the 6th level, your skill with reach helps fend off enemy attacks. Whenever you are the target of a weapon attack and there is more than one enemy in your reach, you can decrease the damage of the attack by an amount equal to half your Brawler level + 2.
Beginning at 10th level, you regain hit points equal to Constitution modifier at the end of each round of combat.
Starting at 14th level, your defense rating increases by 2 while wielding weapons affected by Wide Guard. Those who wish to bypass your defenses do so at their peril. When you hit a unit with an opportunity attack, the creature’s speed becomes 0 for the remainder of the round.
Additionally, creatures hit with Sweeping Strike no long have advantage on their Dexterity saving throw.