Brawler

Lv6: Your Bare Hands become Heavy Impactors1--Add your Strength modifier to damage rolls made with Heavy Weapons
Lv7: Add 1d6 to your Strength modifier*2-- 1d10
Lv8: You can use Ballistic Toss*3 on an Action 2/Short Rest-- Can use on a Reaction
Lv9: While Grappling a creature, you gain Half Cover, and any attack that misses you strikes the grappled creature instead--Three-Quarters Cover
Lv10: You can wield a Grappled creature as a Heavy Impactor 2/Short Rest--3/Short Rest
Lv11:You treat Prone targets as if they are Paralyzed--Prone targets within your reach trigger an attack of opportunity when they stand up
Lv12: You can Halve an incoming AoE’s damage and radius on a Free Action 2/Short Rest--3/Short Rest
Lv13: You can attack any projectile within your reach*4 on a reaction--This strike creates a lingering defense until your next turn.
Lv14: You can make an Athletics check to catch and throw back any melee attack, provided the attack would not instantly kill you-- any attack.
Lv15: Amplify all Brawler Abilities
Lv16: Gain an Epic Boon
Lv17:
Lv18:
Lv19:
Lv20:

  *1Heavy Impactors are a unique Heavy Weapon replacing your fists. They cannot be disarmed, dropped, or unequipped, and they ignore the 1-minute equip time required for standard Heavy weapons. They are classified as Unarmed Weapons. Heavy Impactors only replace your fists and are unaffected by an other unarmed weapons you may equip. Their damage tier track scales as follows: 1d10, 1d12, 2d8, 1d20, 1d40, 1d60, 2d40, 1d100. *2This makes it so your Strength modifier includes 1d6. This means when ever you add you strength modifier to a roll or use it in an action you add the result of a d6 you roll in that moment.
*3 To perform a Ballistic Toss, make a Lifting check contested by the target's Athletics or Acrobatics check. The target must be within 5 feet of you and no more than one size class larger than you. You throw the target up to 30 feet in any direction. The target takes your Heavy Impactors damage and is knocked prone; if the Lifting check is a natural 20, this damage crits. Any creature the target enters the space of must succeed on a Dexterity save (DC 10 + Strength Modifier + Lifting Proficiency) or take the same damage and fall prone.
*4 When a projectile or ranged effect enters your reach, you may make an attack roll. Deal your rolled damage directly to the projectile’s health or durability; if its health is reduced to 0, the projectile is destroyed and its effects are nullified. When amplified you roll your damage once; this total becomes a pool that is subtracted from the health of every projectile entering your reach until the start of your next turn.

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