Brawler

Though their extensive combative training allows them to pick up and effectively use nearly all weapons and armors, Brawlers are far more suited to remaining relatively light on their feet, armed with their limbs or weapons that can easily act as their extensions. Brawlers are opportunists, having spent countless hours sparring, fighting one-on-one, or simply training in silent solitude. When an opponent slips up, a Brawler will surely land an unrelenting sequence of blows, all before their target recognizes their mistake.

Vale Tudo
At 3rd level, you gain the following benefits while you are attacking with only your fists or fist-based weapons, as well as wearing non-heavy armor with no shield:
 * You can roll a d4 in place of your normal attack damage. This die changes as you gain Fighter levels, as shown in the Vale Tudo table below.
 * When you use the Attack action with an unarmed strike or improvised weapon, you can make one unarmed strike as a bonus action, or two unarmed strikes as a bonus action an amount of times equal to your Strength modifier per short or long rest.

Vicious Strike
At 3rd level, once per turn (resets on Action Surge use), you can deal an additional amount of damage equal to your Vale Tudo die times half your Proficiency Bonus (rounded up) when doing one of the following: Alternatively, you can choose to deal half as much Vale Tudo damage (rounded down) and force one of the following effects on the target creature:
 * Attacking a target when you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll.
 * Attacking a target with advantage.
 * Attacking a target with a critical hit.
 * It must succeed on a Grapple contest against you or become Grappled.
 * It must succeed on a Grapple contest against you or be pushed 5 feet away.
 * It must succeed on a Grapple contest against you or be knocked prone.

Unbreaking
At 7th level, you gain additional maximum hit points equal to your Fighter level, with an additional point gained every level hereafter.

Followthrough
At 7th level, your critical hit range with Vale Tudo attacks is increased by 1.

Ringlock
Starting at 10th level, right before initiative is rolled, you can prioritize a target. Your initiative roll is equal to one above the target's initiative roll, and your first attack in your first turn of combat against your prioritized target has advantage.

Adrenal Buffer
Starting at 15th level, when landing a melee critical hit against a hostile target, you gain temporary hit points equal to half the damage dealt in the hit, which is lost at either the end of combat or when benefiting from this, or other temporary hit point-granting abilities, again.

D'arce
At 18th level, you gain advantage on all Strength (Athletics) rolls made to grapple, or maintain a grapple on, an enemy. In addition, grappled targets have disadvantage on Dexterity (Acrobatics) checks made to escape grapples.