These days, I really try to finish up options with a second draft. Any changes a second draft needs can be appended to it with subsequent sub-versions.
But that only works out like, half the time. Any time I change a full ability, we need a new draft, so here we are.
The Brawler has been a challenge (and probably will continue to be so, if I made mistakes here), but the standard fist-fighter is something I've always enjoyed playing in fantasy games. I find the best archetypes that I make are those I care personally for, and right now the Brawler is in a place that I'm very proud of, thanks in no small part to the input from you fine folks.
But let's not have that stop us. If there's something that needs changing, this is the place to tell me!
- Fisticuffs is now Counterpunch, trading out the push/prone ability for the ability to literally roll with the punches. I find this one to be much more flavorful, and has the advantage of pushing home DEX dependence.
- Dodge and Weave is now Defensive Footwork, which is just a name change, really, but one that makes more sense for what it is now.
- Made Fist-Fighting incompatible with shields to keep it from being strictly better than Two-Weapon Fighting.
- There's a lot of kit added at 3rd level, but two pieces of it (the unarmored defense and the progressive damage die increase) are background detail, setting up the pieces for the rest of the class to work, rather than anything active and confusing.
- This class option has a pretty tight reaction/bonus action economy, but it's not overburdened significantly.
- The STR/DEX dependence makes this class option a little M.A.D., but fighters of all classes can handle that just fine.
WHAT I LEARNED:
- There's sometimes a much more thematic ability out there, though it just might require thinking outside the box a little bit.