Fighter
Base Class: Fighter

Much like a a typical monk, blood bruisers hone their physical bodies to its peak. Unlike monks, however, blood bruiser fighters do not practice the mystic arts. Instead, they focus on the raw power already flowing within their veins.

Blood Brawling

Beginning when you choose this archetype at 3rd level, you gain Unarmed Fighting from the list of Fighting Styles, in addition to the Fighting Style gained at 1st level fighter. If you already have Unarmed Fighting, choose a different Fighting Style.

Sturdy Strikes

Upon choosing this archetype at 3rd level, you gain a bonus to your unarmed attack and damage rolls. This bonus is equal to half your proficiency bonus (rounded down). For example, at 3rd level, you would have a +1 (2/2) bonus. At 9th level, you would have a +2 (4/2) bonus, and at 17th level, +3 (6/2). This bonus counts as magical for the purposes of overcoming resistances to nonmagical damage.

Bruiser Tactics

At 3rd level, you learn 2 Bruiser Tactics, which you can use when you make an unarmed attack, a shove, or attempt to grapple on your turn. You can only use one tactic per turn, unless otherwise stated. Upon reaching certain levels in this class, you can choose additional Tactics. You learn 1 additional tactic at 7th, 10th, and 15th level. Some of your tactics require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Tactic save DC = 8 + your proficiency bonus + your constitution modifier

You can use your bruiser tactics a number of times equal to your proficiency bonus, regaining all expended uses when you finish a short or long rest.

Tactics

The tactics are presented in alphabetical order.

Agility

You can add 10 feet to your walking speed and you don’t provoke opportunity attacks until the start of your next turn.

Brace

You can gain temporary hit points equal to twice your constitution modifier. You can use this tactic even if you have already used other tactics this turn.

Burden

You can cause a creature you are attacking to have disadvantage on their Strength (Athletics) or Dexterity (Acrobatics) check when attempting to shove the creature prone.

Defense

You can use your reaction to add your proficiency bonus to your AC until the start of your next turn.

Disarm

You can attempt to disarm a creature you have grappled. They must succeed on a strength saving throw or drop one object of your choice they are holding.

Evade

You can use your reaction to add your proficiency bonus to any Athletics or Acrobatics check you make until the start of your next turn, even if you already have proficiency in that skill.

Impact

You can use your reaction immediately after successfully initiating a grapple to attempt to shove the same creature prone. 

Lunge

You can increase the reach of your unarmed strikes by 5 feet until the start of your next turn. This includes the triggering attack if it was an unarmed strike.

Velocity

You can push a creature an additional 15 feet when attempting to shove a creature away from you.

Iron Bloodline

When you reach 7th level, you gain an additional use of your Second Wind. In addition, whenever you use your second wind, you can choose one of the following additional effects:

  • You instantly stand up from prone as part of the same bonus action.
  • You gain temporary hit points equal to twice your constitution modifier.
  • You have advantage on all unarmed attacks until the end of your turn.

Rough and Tumble

Upon reaching 10th level, your unarmed strikes deal an additional 1d6 blood damage.

Clotting Strike

Starting at 15th level, you hone your strikes to cause shockwaves throughout your foes' bloodstreams, altering their flow. When you hit a creature with an unarmed strike and deal blood damage, you can cause that creature to make a constitution saving throw against your tactic save DC. The effects of this are listed below, and are dependent on if the target creature has blood.

  • If the creature has blood, on a failed save, it becomes paralyzed for 1 minute. The target can repeat the saving throw on the end of each of its turns, ending the effect on a success.
  • If the creature does not have blood, on a failed save, it takes 4d8 magical bludgeoning damage.

Once you use this feature, you can't do so again until you finish a long rest.

Switch Hitter

At 18th level, whenever you take the attack action on your turn and make a shove or grapple using that action, you can make an additional unarmed attack, shove, or grapple as part of that same attack action.

Previous Versions

Name Date Modified Views Adds Version Actions
2/13/2022 11:31:13 PM
6
1
--
Coming Soon
2/14/2022 8:37:20 AM
4
2
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes