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Aspect Codex
Brawling is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
On this page
Brawling has 42 powers ready for character sheets, including 32 with VTT hooks.
Power list
42 linked powers can be browsed from this aspect.
Sheet use
42 powers can sit on character sheets.
VTT hooks
32 powers have enough hooks for future VTT actions.
Gaps
No mechanics gaps were found in this aspect.
Power Readiness
Brawling has 42 powers ready for character sheets, including 32 with VTT hooks.
Brawling defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.
Make one unarmed strike against a creature within reach. On a hit, the target takes 4 (1d6 + your STR modifier) bludgeoning damage. If you are not holding a weapon or shield, you may shove the target 5 ft. on a hit if it is no more than one size larger than you.
Choose one creature within reach that is no more than one size larger than you. Make a grapple attempt using Athletics. If you succeed, the target is grappled by you. If the target is already grappled by you, you may instead move it 5 ft. with you without reducing your speed.
Your hit point maximum increases by an amount equal to your level. Whenever you gain a level after learning this power, your hit point maximum increases by 1 again.
You are proficient with improvised weapons. When you hit with an improvised weapon, you may use 1d6 for its damage die instead of the normal die, and you may use STR for the attack and damage rolls.
You have advantage on Athletics checks made to initiate or maintain a grapple. A creature grappled by you has disadvantage on checks made to escape your grapple if it is your size or smaller.
Choose one creature within reach that is grappled by you, prone, restrained, or within 5 ft. of an ally. Make one unarmed strike against it. On a hit, the target takes normal unarmed damage and cannot take reactions until the start of its next turn.
Make one unarmed strike. On a hit, the target takes normal unarmed damage plus 1d6 bludgeoning damage. If the target is grappled by you, it has disadvantage on the next attack roll it makes before the end of its next turn.
Choose one creature grappled by you. Until the start of your next turn, the target is restrained while the grapple persists. Your speed is reduced to 0 while maintaining this lock.
Your hit point maximum increases by an additional amount equal to your level. When you take bludgeoning damage, reduce that damage by your proficiency bonus.
Choose one creature within reach. The target must make a CON save or be blinded until the start of your next turn. A creature that does not rely on sight is immune.
Make one unarmed strike with disadvantage. On a hit, the attack deals an extra 4d6 bludgeoning damage, and the target must make a CON save or be unable to take reactions until the end of its next turn.
Choose one creature grappled by you. Make an Athletics check contested by its Athletics or Acrobatics. On a success, you throw it prone in an unoccupied space within 5 ft. of you, and it takes 3d8 bludgeoning damage.
When you are hit by an attack or fail a saving throw that would knock you prone, stun you, or move you against your will, reduce the triggering damage by 2d8 + your STR modifier, and you may remain standing if the effect would knock you prone.
Kick, throw, smash, and weaponize the environment. Creatures of your choice in the emanation must make a DEX save, taking 4d6 bludgeoning damage on a failed save, or half as much on a success. On a failed save, a target also cannot take reactions until the start of its next turn.
Make one unarmed strike. On a hit, the target takes normal unarmed damage plus 4d8 bludgeoning damage and must make a CON save or have its speed halved until the end of its next turn.
Choose one creature grappled by you. Until the grapple ends, the target takes bludgeoning damage equal to your STR modifier at the start of each of its turns, and it has disadvantage on attack rolls against creatures other than you.
End one frightened, prone, grappled, or restrained condition affecting you. You also gain temporary hit points equal to 3d10 + your STR modifier.
When a creature within reach misses you with a melee attack, make one unarmed or improvised weapon attack against it. On a hit, the target cannot take reactions until the start of its next turn.
Make one unarmed strike. On a hit, the target takes normal unarmed damage plus 6d8 bludgeoning damage and must make a CON save. On a failed save, it is stunned until the end of its next turn. A creature that succeeds cannot be stunned by this power again until the end of your next turn.
You may grapple creatures up to two sizes larger than you. Your speed is no longer halved while moving a creature grappled by you if it is your size or smaller, and you have advantage on checks made to move, drag, or throw grappled creatures.
You gain resistance to bludgeoning, piercing, and slashing damage. While active, you have advantage on STR and CON saving throws, but your speed is reduced by 10 ft.
When you are hit by an attack while grappling a creature, you may force the grappled creature to make a DEX save. On a failed save, it becomes the target of the triggering attack instead. On a success, the attack hits you normally.
When you hit a creature with an unarmed strike or improvised weapon, you may move 5 ft. without provoking opportunity attacks from that creature. If it is grappled by you, it has disadvantage on checks to escape.
Throw one Large or smaller creature you are grappling up to 30 ft. The target must make a STR save. On a failure, it lands prone and takes 6d10 bludgeoning damage. If it hits another creature, that creature makes a DEX save or takes half the damage.
When you take bludgeoning, piercing, or slashing damage, reduce it by 5d10 + your CON modifier. If the source is a creature within reach, you may shove it 5 ft. after reducing the damage.
Improvised weapons you wield count as magical, deal at least 1d10 damage, and can use STR for attack and damage rolls. You may draw, grab, or ready one nearby improvised weapon as part of each attack.
Make an unarmed strike. On a hit, deal normal damage plus 7d10 bludgeoning damage. The target must make a STR save or be knocked prone, pushed 15 ft., or grappled by you.
For the duration, you ignore difficult terrain, have advantage on checks to resist being shoved or knocked prone, and may move through spaces of creatures you have damaged this turn as if they were difficult terrain.
Draw on raw grit. Regain 5d10 + your CON modifier hit points. If you are below half hit points, you also end one frightened, prone, or stunned condition affecting you.
When a creature within reach misses you or leaves your reach, make an unarmed strike. On a hit, the target falls prone or drops one held object if it fails a DEX save.
Your unarmed strikes and improvised weapons score a critical hit on a natural 19–20. When you reduce a creature to 0 hit points with an unarmed strike, you may move up to half your speed and make one additional unarmed strike.
Strike, shove, kick, and throw through the crowd. Creatures of your choice in the emanation must make a STR save, taking 8d10 bludgeoning damage and falling prone on a failed save, or half damage only on a success.
For the duration, any object you can lift becomes a deadly improvised weapon. Its damage die becomes at least 2d8, it has a normal thrown range of 30 ft., and objects you break with it explode into harmless debris unless you choose otherwise.
When damage or a condition would drop you, stun you, paralyze you, or incapacitate you, ignore the damage or condition until the end of your next turn. You may immediately move up to your speed toward the source.
Make up to five unarmed strikes against creatures within reach, dividing them as you choose. Each hit deals an extra 4d10 bludgeoning damage. A creature hit twice must make a CON save or be stunned until the end of your next turn.
You can grapple and shove creatures up to Gargantuan size. While grappling a creature, you can move at full speed and use that creature as half cover if it is your size or larger.
When you would be reduced to 0 hit points, make a CON save against the damage taken. On a success, you drop to 1 hit point instead, stand if prone, and may make one unarmed strike against a creature within reach.
Slam a creature, object, or the ground. Creatures of your choice in the emanation must make a STR save, taking 10d10 thunder or bludgeoning damage and falling prone on a failed save, or half damage only on a success.
Make one unarmed strike with overwhelming commitment. On a hit, deal normal damage plus 20d10 bludgeoning damage. If the target fails a CON save, it is stunned until the end of your next turn; if it is already below half hit points, it is incapacitated instead.
For the duration, one creature you grapple cannot teleport, phase, turn incorporeal, benefit from forced movement, or escape by non-divine means unless it succeeds on a STR save at the end of its turn.
You age slowly, need half as much food and water, and cannot die from failed death saves unless your body is destroyed. The first time each long rest you would die, you instead remain alive at 1 hit point and gain one level of exhaustion.
Declare a mythic brawling stunt tied to an object, room, creature, ship, fortress, mountain, battlefield, or impossible fight. Define its principle with the GM: the punch that drops a titan, the chair that wins a war, the grapple that holds a dragon, or the tavern brawl that topples a kingdom. It can be opposed only by Tier 10 martial mastery, divine intervention, artifact protection, or a story condition set when declared.