Fighter
Base Class: Fighter

You've tried finding peace through quiet meditation, but too often do you find yourself amidst the noise and din of bars and back alleys. You've honed your fighting instinct to a razor's edge, and the only quiet you get is when your bell gets rung.

Such is the life of a brawler. Perhaps you failed as a monk, but retained some of their martial arts teachings, refining it to a more brutal style. Maybe you just grew up rough, and a lot of your talking was done with your fists. As you know too well, honeyed words will not get you bread in the ghetto. Whatever the case, you mastered the art of hard hitting.

Technical Fighter

When you choose this archetype at 3rd level, you learn three techniques, which augment your attacks in some way. Techniques use your unarmed strike for damage rolls. You may use your techniques a number of times equal to 3 x your Constitution modifier. You gain access to a scrap dice that modifies your techniques in some way.

Techniques
You learn three techniques of your choice, which are detailed under “Techniques” below. You can use only one technique per attack.

You learn two additional techniques of your choice at 7th, 10th, and 15th level. Each time you learn new techniques, you can also replace one technique you know with a different one.

Scrap Dice. Your techniques use a scrap dice. This is 1d6 that you may use to add to the effect.

Saving Throws. Some of your techniques require your target to make a saving throw to resist the technique's effects. The saving throw DC is calculated as follows:

Technique save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Additionally, you gain unarmored defense.

Unarmored Defense Your Armor Class is equal to 10+ your Dexterity modifier + your Constitution modifier.

Techniques

The techniques are presented in alphabetical order.

Below the Belt

When you hit a creature with an unarmed strike, you may hit your opponent below the belt, on a hit your opponent must make a Constitution saving throw reduced by your scrap die, or be stunned until the end of your next turn.

Circle Throw

You may forgo an attack to throw a grappled opponent. You may move the opponent 5 feet in any direction, and the opponent must make a Strength saving throw or be knocked prone. On a failure target takes your scrap die in bludgeoning damage. 

Clean Break

You may use your action to attempt to break a grapple or escape a creature restraining you. Make contested Athletics checks without advantage or disadvantage, adding your scrap die to the total amount rolled. On a success, you break the grapple or restraint and may roll up to 5 feet away without taking an attack of opportunity.

This effect fails if you are restrained by an item.

Clinch

When you make an attack, you may use a technique to grapple your opponent after dealing damage. While you have your opponent grappled in this way, you may add your scrap die to any contested checks to escape the grapple.

Cross Counter

When you are hit with a melee attack, you may use a special reaction to make an unarmed strike back at your attacker, adding your scrap die to the damage. This does not use your reaction, but does count against your uses for your Techniques. 

Dirty Break

You may use your action to attempt to break a grapple or escape a creature restraining you by biting them. Target takes a scrap die piercing damage and must make a Constitution saving throw or release you from your grapple. If you are restrained by a creature you become grappled.

The effect fails if you are restrained by an item or effect that is not using an appendage. Such as ropes or being swallowed.

Guard Break

If a creature is benefiting from natural armor, a shield, or the shield spell, you may use your action to break the guard. Make an unarmed strike against the target, adding your scrap die to the attack roll. On a hit, target takes a penalty equal to the amount rolled on the scrap die to their AC until the end of your next turn.

Guard Up

You go into a guarded stance. Attacks against you have disadvantage until the start of your next turn. You gain a bonus to your AC equal to a roll of your scrap die.

Haymaker

When you make an attack, you may declare it a haymaker. Make your attack with disadvantage. On a hit, you add your scrap die to the damage, deal maximum damage and may add an extra amount of damage equal to your level in this class.

High Round

You may deliver a devastating kick to a creature’s head. On a hit, target takes unarmed strike damage, adding your scrap die to the damage roll, and must make a Constitution saving throw or be stunned until the end of your next turn. Target takes a penalty equal to the amount rolled. 

Joint Lock

You may make contested Athletics checks with a grappled opponent. On a success target takes 1d8 force damage and is restrained. You may use your action to deal an additional scrap die damage at the start of your turns to a creature restrained in this way.

Low Round

You may deliver a hard kick to the leg joint of a creature. Add your scrap die to the damage roll. On a hit target takes damage and must make a Strength saving throw with a penalty equal to the amount rolled. On a failure, the target’s movement speed is halved until the end of their next turn. 

Low Sweep

Kick the legs out from a creature. Make an unarmed strike adding your scrap die to the attack roll against a creature. On a hit, target takes damage and must make a DEX saving throw or be knocked prone. Target receives a penalty to the saving throw equal to the amount rolled. 

Mount

You may make a special grapple against a prone opponent. Target subtracts a scrap die on Strength checks to break this grapple. You must use this technique during each of your turns to continue to receive this effect.

No Guard

You may declare no guard. Your attacks until the start of your next turn have advantage, and attacks against you have advantage. When you roll to attack, you may add the maximum for your scrap die to the attack roll. 

You may not benefit from a shield or the Guard Up technique once you use this technique until the start of your next turn.

One Two

When you take the attack action, you may use a technique to make two unarmed strikes as a bonus action. This attack uses your scrap die for damage.

Overcut

You may use an attack to attempt to knock a creature off balance. Make an unarmed strike against a creature your size or larger. On a hit, target takes damage and must succeed on a Strength saving throw or it may not make attacks of opportunity until the end of your next turn. You may add your scrap die to either the attack or damage roll. 

Parry

When another creature damages you with a melee attack, you can use your reaction and roll two scrap die to reduce the damage by the number you roll on your scrap die + your Dexterity modifier.

Rabbit Punch

You may sucker punch your opponent. When you make an unarmed strike attack roll against a creature, you can use this technique. On a hit, they must succeed on a Wisdom saving throw or any attack roll, ability check, or saving throw is reduced by your scrap die until the end of your next turn.

Roundhouse

Deliver a strong kick to a creature. Make an unarmed strike against a creature, on a hit, target takes an additional 2 scrap dice of bludgeoning damage and is shoved 5 feet away

Sidekick

Kick your opponent sharply. Your unarmed strike's reach increases by 5 feet. You may add your scrap dice to either the attack or damage roll. 

Suplex

While you have your opponent grappled, you may use one of your attacks to attempt to suplex them if they are your size or smaller. Make contested Athletics checks. On a success, target takes 4 scrap dice of bludgeoning damage and is knocked prone.

Uppercut

You may use an attack to attempt to knock a creature off balance. Make an unarmed strike against a creature your size or smaller. On a hit, target takes damage and must succeed on a Strength saving throw or it may not make attacks of opportunity until the end of your next turn. You may add your scrap die to either the attack or damage roll.

The Magic Touch

Starting at 7th level, your unarmed strikes count as magic for the purpose of overcoming resistance and immunities.

Float Like a Butterfly

At 7th level, your unarmored movement increases by 10 feet, and you gain the Uncanny Dodge feature.

Uncanny Dodge

When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Calloused Ruffian

Starting at 10th level, you gain resistance to nonmagical bludgeoning, piercing, and slashing damage. 

Blank

Blank

King of The Ring

At 18th level, you are hard to keep down in a fight. At the start of each of your turns in combat, you regain hit points equal to 5 + your Constitution modifier (minimum of 1 hit point). You don’t gain this benefit if you have 0 hit points or if you have more than half of your hit points left.

Whenever you are hit by a critical attack, you may expend one use of your techniques as a reaction to have the attack do normal damage. You may use this feature once per day.

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