Brawler (Hope & Fear)
Designed by
About this class
Experts in unarmed combat, brawlers hone their bodies into lethal weapons. Whether they learned from formal training, studied with a mentor, or picked up their skills one fight at a time, the process is always rigorous as brawlers develop their body and mind to work as one. Brawlers are valued for their power and versatility and typically join a party or a cause when the need or desire arises. Because a brawler’s body is their strongest weapon, they typically seek out new challenges or
consistent sparring partners so they can maintain their skills and add new techniques to their repertoire. Though they might appear unassuming to those accustomed to foes who are armed to the teeth, brawlers often accomplish more with bare knuckles than an average soldier with a sword.
Domains
Valor
Bone
Starting stats
Hope feature
Class features
-
I Am the Weapon
Your barehanded attacks are as strong as any blade. You have
a primary weapon called Brawler’s Strike equipped while you have no other Active Weapons. It uses a trait of your choice, has Melee range, and deals d8+d6 physical damage using your Proficiency (both the d8 and d6 scale off your Proficiency).
While this weapon is active, you gain a +1 bonus to your Evasion -
Combo Strike
After rolling damage on a successful attack with a Melee weapon, you can mark a Stress to start a combo strike. When you do, roll your Combo Die and note the result, then continue rolling your Combo Die until the result of your latest roll is lower than the roll that preceded it. You deal extra damage equal to the total of all rolled Combo Die results on this attack. The results can’t be modified by any means.
Your Combo Die starts as a d4. Once per tier, you can increase your Combo Die by one step as a level advancement option.
Class items
Character questions
Background prompts
- Where did you spend time during your formative years that taught you, directly or indirectly, how to fight in the style you use?
- What organization has vowed to kill you on sight, and what did you do to invoke their ire?
- Who did you recently lose a fight to that you’re desperate for a rematch against?
Connection prompts
- What is one thing we’re both afraid of?
- What do I rely on you for during our travels? How do you feel about it?
- I still haven’t forgiven you for something you said to me. What was it, and why did you say it?
Subclass cards
Printable via header menu
JUGGERNAUT
Foundation
Rugged: Gain a permanent +3 bonus to your Severe damage threshold.
Overwhelm: When you succeed on an attack against a target, you can spend a Hope to throw the target within Close range or to force them to mark a Stress.
JUGGERNAUT
Specialization
Surrounded: When you make an attack with a Melee weapon, you can spend any number of Hope to target an equal number of additional creatures within Melee range.
Eye for an Eye: Once per rest when an adversary within Melee range forces you to mark any number of Hit Points, you can mark a Stress to force them to mark the same number of Hit Points.
JUGGERNAUT
Mastery
Pummeljoy: When you critically succeed on a Melee weapon attack, you gain an additional Hope, clear an additional Stress, and gain a +1 bonus to your Proficiency for that attack.
Not Done Yet: When you take Severe damage, you can gain a Hope or clear a Stress.
Martial Artist
Foundation
Stance Fighter: You can channel your inner resolve to shift into martial stances that grant you special benefits in combat.
Take the Martial Stances sheet and choose two martial stances from Tier 1. Each time you level up your character, choose an additional stance from your tier or lower.
Martial Artist
Specialization
Keen Defenses: When you’re targeted by an attack, you can spend a Focus to gain a bonus to your Evasion equal to your tier against the attack.
Focus Cannon: Spend a Focus to make an Instinct Roll against an adversary within Far range. On a success, deal d20+3 magic damage using your Proficiency.
Martial Artist
Mastery
Limit Breaker: Once per rest, you can perform an unbelievable feat of athletic prowess, such as running across water, leaping between distant rooftops, or scaling a building without needing to roll. When you do, gain a Hope and clear a Stress.
Flow State: You can mark a Stress instead of spending a Focus to shift into a different stance. Additionally, you can spend a Focus instead of marking a Stress to start a combo strike.
Brawler (Hope & Fear)
Experts in unarmed combat, brawlers hone their bodies into lethal weapons. Whether they learned from formal training, studied with a mentor, or picked up their skills one fight at a time, the process is always rigorous as brawlers develop their body and mind to work as one. Brawlers are valued for their power and versatility and typically join a party or a cause when the need or desire arises. Because a brawler’s body is their strongest weapon, they typically seek out new challenges or
consistent sparring partners so they can maintain their skills and add new techniques to their repertoire. Though they might appear unassuming to those accustomed to foes who are armed to the teeth, brawlers often accomplish more with bare knuckles than an average soldier with a sword.
Domains
Valor + Bone
Starting Evasion
10
Starting Hit Points
6
Class Items
—
Brawler (Hope & Fear)’s Hope Feature
Square up : Square Up: Spend 3 Hope to intimidate a target within Close range, making them temporarily Vulnerable.
Class Features
I Am the Weapon
Your barehanded attacks are as strong as any blade. You have a primary weapon called Brawler’s Strike equipped while you have no other Active Weapons. It uses a trait of your choice, has Melee range, and deals d8+d6 physical damage using your Proficiency (both the d8 and d6 scale off your Proficiency). While this weapon is active, you gain a +1 bonus to your Evasion
Combo Strike
After rolling damage on a successful attack with a Melee weapon, you can mark a Stress to start a combo strike. When you do, roll your Combo Die and note the result, then continue rolling your Combo Die until the result of your latest roll is lower than the roll that preceded it. You deal extra damage equal to the total of all rolled Combo Die results on this attack. The results can’t be modified by any means. Your Combo Die starts as a d4. Once per tier, you can increase your Combo Die by one step as a level advancement option.
Brawler (Hope & Fear) Subclasses
Choose either the JUGGERNAUT or Martial Artist subclass.
JUGGERNAUT
Play the Juggernaut if you want to pulverize your opponents with crushing blows.
Foundation Features
Rugged: Gain a permanent +3 bonus to your Severe damage threshold.
Overwhelm: When you succeed on an attack against a target, you can spend a Hope to throw the target within Close range or to force them to mark a Stress.
Specialization Feature
Surrounded: When you make an attack with a Melee weapon, you can spend any number of Hope to target an equal number of additional creatures within Melee range.
Eye for an Eye: Once per rest when an adversary within Melee range forces you to mark any number of Hit Points, you can mark a Stress to force them to mark the same number of Hit Points.
Mastery Feature
Pummeljoy: When you critically succeed on a Melee weapon attack, you gain an additional Hope, clear an additional Stress, and gain a +1 bonus to your Proficiency for that attack.
Not Done Yet: When you take Severe damage, you can gain a Hope or clear a Stress.
Martial Artist
Play the Martial Artist if you want to use a variety of fighting styles to eliminate your foes.
Foundation Features
Stance Fighter: You can channel your inner resolve to shift into martial stances that grant you special benefits in combat.
Take the Martial Stances sheet and choose two martial stances from Tier 1. Each time you level up your character, choose an additional stance from your tier or lower.
Specialization Feature
Keen Defenses: When you’re targeted by an attack, you can spend a Focus to gain a bonus to your Evasion equal to your tier against the attack.
Focus Cannon: Spend a Focus to make an Instinct Roll against an adversary within Far range. On a success, deal d20+3 magic damage using your Proficiency.
Mastery Feature
Limit Breaker: Once per rest, you can perform an unbelievable feat of athletic prowess, such as running across water, leaping between distant rooftops, or scaling a building without needing to roll. When you do, gain a Hope and clear a Stress.
Flow State: You can mark a Stress instead of spending a Focus to shift into a different stance. Additionally, you can spend a Focus instead of marking a Stress to start a combo strike.
Background Questions
Answer any of the following, or create your own.
- • Where did you spend time during your formative years that taught you, directly or indirectly, how to fight in the style you use?
- • What organization has vowed to kill you on sight, and what did you do to invoke their ire?
- • Who did you recently lose a fight to that you’re desperate for a rematch against?
Connections
Ask one of the following, or improvise.
- • What is one thing we’re both afraid of?
- • What do I rely on you for during our travels? How do you feel about it?
- • I still haven’t forgiven you for something you said to me. What was it, and why did you say it?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.