TEXT: The 
  Brawler
  
  The Brawler
  The human closes his eyes and turns himself 
  inwards, feeling his own power rise up from inside himself. 
  His fists clench and he lets the frenzy of combat take hold 
  of him. He raises his fists to the oncoming orcs, ready to 
  deliver one final blow to each.
  A dragonborn, her muscles rippling beneath her 
  light robe. She waits patiently for the tiger to strike before 
  she makes her blow, protecting the young halfling behind 
  her. The beast crouches, ready to pounce, but the 
  dragonborn is ready.
  Always ready for battle, the half-elf watches the 
  riot of kobolds swarm below, their staves pointed forward. 
  He waits patiently, pulling his power into his hands and 
  with a burst of power the kobolds are engulfed in a burst of 
  flame
  All of these Brawlers are special beings who, 
  through training and dedication, have reached beyond the 
  powers of a normal being. They have learned to how to 
  push their bodies beyond their normal limit and bulk 
  themselves up harnessing the indelible power from within 
  themselves.
  CLASS FEATURES
  As a brawler you have the following class features
  Hit Points
  Hit Dice: 1d10 per Brawler Level
  Hit Points at 1st Level: 10+your Constitution modifier
  Hit Points at Higher Levels: 1d10 (or 6)+your 
  Constitution Modifier per Brawler level after 1st
  Proficiencies
  Armor: Light Armor, Medium Armor
  Weapons: Improvised Weapons, Simple Weapons
  Tools: None
  Saving Throws: Strength, Constitution
  Skills: Choose two from Athletics, Acrobatics, History, 
  Intimidation, Insight,  Survival
  Equipment
  You start with the following equipment, in addition 
  to the equipment granted by your background:
  ●
  (a) a crossbow and 20 Bolts or (b) any simple 
  weapon
  ●
  (a) two hand axes or (b) 6 javelins or (c)a sling 
  with 20 bullets
  ●
  (a) an explorer’s pack or (b) a dungeoneer’s 
  pack
  
  Level
  Proficiency 
  Bonus
  Forceful 
  Blow
  Features
  Bulk-Ups
  1
  +2
  1d4
  Unarmored Defence, Forceful Blow 
  –
  2
  +2
  1d4
  Bulk Power, Fast Move
  2
  3
  +2
  1d4
  Combat Discipline
  2
  4
  +2
  1d6
  Ability Score Improvement
  3
  5
  +3
  1d6
  Extra Attack, Transport Move
  3
  6
  +3
  1d6
  Combat Discipline Feature
  3
  7
  +3
  1d8
  Force-Powered Strikes
  4
  8
  +3
  1d8
  Ability Score Improvement
  4
  9
  +4
  1d8
  Extra Damage Boost
  4
  10
  +4
  1d8
  Ability Score Improvement
  4
  11
  +4
  1d10
  Combat Discipline Feature
  5
  12
  +4
  1d10
  Enduring Strength
  5
  13
  +5
  1d10
  Extra Attack (2), Transport Move Improvement
  5
  14
  +5
  1d10
  Ability Score Improvement
  5
  15
  +5
  1d10
  Fearless
  5
  16
  +5
  2d6
  Ability Score Improvement
  6
  17
  +6
  2d6
  Indomitable Spirit
  6
  18
  +6
  2d6
  Combat Discipline Feature
  6
  19
  +6
  2d6
  Ability Score Improvement
  6
  20
  +6
  2d6
  Unending Barrage
  6
  
  Unarmored Defence                            .                            
  Beginning at 1st level, while you are wearing no armor 
  and not wielding a shield, your AC equals 10+ your 
  Dexterity modifier + your Strength modifier.
  Forceful Blow                                      .
  At 1st level, you have honed your combat skills to a 
  level of mastery using only your fists putting you full 
  power behind each of your unarmed blow.
     You gain the following benefits while you are not 
  wielding a weapon and aren’t wearing armor:
  ●
  When you make an unarmed strike you you can roll 
  a d4 in place of the normal damage of your unarmed 
  strike. This die changes as you gain brawler level 
  increases as shown on the forceful blows column of 
  the brawler table.
  ●
  Whenever you make an attack with an unarmed 
  strike, as a bonus action, you can make a second 
  unarmed strike adding both proficiency and strength 
  modifiers to the attack, and you may add your 
  strength modifier to the damage.
  Unarmored Movement                        .
  Starting at 2nd level, your speed increases by 10 feet 
  while you are not wearing armor or wielding a shield.
  Bulk Power                                          .
  Starting at 2nd level you can use your inner strength to 
  defend yourself even more. On your turn you can bulk 
  yourself up.
     While bulking you gain the following benefits:
  ●
  You gain resistance to bludgeoning, piercing, and 
  slashing damage while you are not wearing armor 
  or wielding a shield.
  ●
  If your hit points would drop to 0, instead, you can 
  roll a Strength saving throw with a DC of 10+the 
  amount of damage you would take past 0. If you 
  succeed on the save you drop to 1 hp instead. You 
  can use this feature a number of times equal to your 
  proficiency bonus, you must finish a long rest to use 
  this feature again.
  Your bulking lasts for 1 minute.  lt ends early if you are 
  knocked unconscious. You can also end this bulking up 
  on your turn as a bonus action.   
     Once you have bulked the number of times shown for 
  your Brawler level in the bulk-up column of the Brawler 
  table, you must finish a long rest before you can bulk-up 
  again.
  Combat Discipline                                .
  When you reach 3rd level you commit yourself to a  
  type of combat to study. Choose the discipline of the 
  Brute, the Defender, or the Master of Inner Strength  
  detailed at the end of the c1ass description. Your choice 
  grants you features at 3rd level and again at 6th, 11th, 
  15th, and 18th levels.
  Ability Score Improvement                  .
  When you reach 4th level, and again at 8th, 10th, 14th, 
  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.
  Extra Attack                                          .
  Beginning at 5th level, you can attack twice, instead of 
  once, whenever you take the Attack action on your turn. 
  The number of attacks increases to three times when 
  you reach 13th level in this class.
  Transport Move                                    .
  At 5th level your inner strength has made your body 
  surpass normal limitations of movement. While bulking, 
  when you are not wearing armor, and not wielding a 
  shield, on your turn, if you choose not to move, instead, 
  you can move yourself to an open space within 20 feet 
  of you. This movement increases to 35 feet when you 
  reach 13th level.
     This movement does not trigger an attack of 
  opportunity from any adjacent creatures.
  Enduring Strength                                 .
  When you reach 12th Level, you have refined your 
  strength to endure hardships. Whenever you make an 
  
  ability check on Strength or Constitution, you can treat 
  a d20 roll of 9 or lower as a 10.
  Fearless                                                .
  At 15th level you gain proficiency in Wisdom, and you 
  cannot be frightened.
  Indomitable Spirit                               . 
  Starting at 17th level, whenever your Hit Points are 
  reduced to 0, you instead retain 1 hp, and you can 
  double your proficiency bonus for one minute, or until 
  you fall unconscious. You must finish a long rest 
  before you can use this ability again.
  Unending Barrage                               .
  When you reach 20th level, while you are bulking, 
  when you attack a creature with an unarmed strike you 
  may attack the creature repeatedly, until you miss with 
  an attack, the creature’s hp is reduced to 0, or you 
  choose to stop your attack.
  COMBAT DISCIPLINE
  Brawlers search for years to become the most powerful 
  beings they can be, but they take many paths to reach 
  that mastery. Your discipline should reflect how you 
  focus your power.
  Brute Force                                          .
  Using the pure strength and focusing on their ability to 
  deal out damage to their enemies, brawlers who chose 
  to focus on brute force will get up close to their 
  enemies and find their weak points before striking with 
  devastating force.
  Power House
  When you choose this discipline at 3rd level your 
  critical strikes become even deadlier. Whenever you 
  roll a critical hit on a creature you can roll one extra 
  die when calculating damage.
  Precise Strike
  Starting at 6th level your unarmed strikes score a 
  critical hit on a roll of 19 or 20.
  Deft Skill
  Beginning at 11th level, whenever you make a saving 
  throw or ability check with a skill you are proficient in, 
  you can double your proficiency for that check. You 
  can’t use this feature again until you finish a short or 
  long rest.
  Pure Power
  At 18th level, whenever you bulking up and you make 
  an attack with an unarmed strike, you can double your 
  strength modifier when calculating damage for that 
  attack turn.  You can’t use this feature again until you 
  finish a long rest.
  Defender                                                .
  A good ally, brawler who choose this discipline focus 
  on defending their allies, distracting their foe and 
  protecting their teammates from danger.
  Walking Might
  Beginning at 3rd level, when you are using your bulk 
  power add your Constitution modifier to your AC.
  Human Shield
  At 6th level, if a creature friendly to you is the target of 
  an attack by a creature adjacent to you, you can use 
  your reaction to force the creature to attack you instead.
  Provoker
  Once per turn, starting at 11th level, you can use your 
  action to provoke a creature to attack you alone. The 
  creature must make a Wisdom saving throw with a DC 
  of 10 + your strength modifier.
     If the creature fails the saving throw any attack made 
  by the provoked creature against a creature other than 
  you is made with disadvantage. Any attack you make 
  against the creature is made with advantage.
  
  Ultimate Protector
  Starting at 18th level, when you use your bulk power  
  you create an aura of energy around yourself with a 10 
  foot radius centered on yourself. Any creature within 
  this radius cannot fall unconscious from dropping to 0 
  Hit Points. If a creature would drop to 0 Hit Points 
  instead they drop to 1 hp.
     Whenever an attack is made against you while using 
  this feature you must make a DC 15 Strength check. On 
  a failed save this aura stops. You can only use this 
  feature once per day.
  Master of Inner Strength                       .
  Some brawlers learn to harness their inner strength to 
  take a physical form in blasts of magical energy. These 
  spellcasters can use a combination of magic and might 
  when in combat. Their focus is on abjuration and 
  evocation which allows them to attack a foe much 
  further away, and attack many foes at once.
  Spellcasting
  When you reach 3rd level, you augment your martial 
  prowess with the ability to cast spells
  Cantrips. You learn two cantrips of your choice from 
  the brawler spell list listed below.
  Spell Slots. The Inner Strength Spellcasting table 
  shows how many spell slots you have to cast your spells 
  of 1st level and higher. To cast one of these spells, you 
  must expend a slot of the spell’s level or higher. You 
  regain all expended spell slots when you finish a long 
  rest.
     For example, if you know the 1st-level spell shield 
  and have a 1st-level and a 2nd-level spell slot available, 
  you can cast shield using either slot.
  Spellcasting Ability. Wisdom is your spellcasting 
  ability for your brawler spells, since you learn your 
  spells through understanding of your inner self. You use 
  your Wisdom whenever a spell refers to your 
  spellcasting ability. In addition, you use your 
  Wisdom modifier when setting the saving throw DC 
  for a brawler spell you cast and when making an 
  attack roll with one.
  Spell save DC = 8 + your proficiency bonus + your 
  Wisdom modifier 
  Spell attack modifier = your proficiency bonus + 
  your Wisdom modifier 
  A Force of Reckoning
  When you reach 6th level you can harness your 
  inner strength to use in tandem with your physical 
  strength. Whenever you hit an enemy with an attack 
  you can use a bonus action to use a spell from your 
  list of available spells.
  Dual Attacker
  Starting at 11th level whenever you use a spell that 
  would hit a single target you can specify two targets 
  instead.
  Ultimate Power
  Beginning at 18th level you attune your spirit to 
  maximize your magical abilities. When you roll 
  damage for a spell and roll the highest number 
  possible on any of the dice, choose one of those 
  dice, roll it again and add that roll to the damage. 
  You can use the feature only once per turn.
  
  Brawler 
  Level
  Cantrips 
  Known
  Spells 
  Known
  1st
  2nd
  3rd
  4th
  3
  2
  3
  2
  -
  -
  -
  4
  2
  4
  3
  -
  -
  -
  5
  2
  4
  3
  -
  -
  -
  6
  2
  4
  3
  2
  -
  -
  7
  2
  5
  3
  2
  -
  -
  8
  3
  5
  4
  2
  -
  -
  9
  3
  5
  4
  2
  -
  -
  10
  3
  6
  4
  3
  -
  -
  11
  3
  6
  4
  3
  -
  -
  12
  3
  6
  4
  3
  -
  -
  13
  3
  7
  4
  3
  2
  -
  14
  3
  7
  4
  3
  2
  -
  15
  4
  8
  4
  3
  3
  -
  16
  4
  9
  5
  4
  3
  -
  17
  4
  10
  5
  4
  3
  -
  18
  4
  11
  5
  4
  3
  -
  19
  4
  12
  5
  4
  3
  1
  20
  4
  13
  5
  4
  3
  1
  Inner Strength Master Spellcasting
  Brawler Spells
  Cantrips (0 Level)
  Dancing Lights
  Fire bolt
  Light
  Minor Illusion
  Ray of Frost
  Shocking Grasp
  True Strike
  1st Level
  Burning Hands
  False Life
  Feather Fall
  Jump
  Mage Armor
  Magic Missile
  Shield
  Thunderwave
  Witchbolt
  2nd Level
  Darkness
  Flaming Sphere
  Hold Person
  Levitate
  Mirror Image
  Scorching Ray
  Shatter
  3rd Level
  Fear
  Fireball
  Fly
  Haste
  Lightning Bolt
  Slow
  4th Level
  Blight
  Fire Shield
  Ice Storm
  Stone Skin
  Staggering Smite
  
  Blue Puma Productions
  Copyright 2016
  Morgan Szymanski
  Atlanta, GA
  All material and rights are in cooperation with Dungeons & 
  Dragon©, and Wizards of the Coast© 2016
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Blue Puma - Brawler.pdf