Fighter
Base Class: Fighter

Your martial expertise is unconventional to say the least. Sure, you know how to swing a sword or shoot an arrow. But your real expertise is in those back room brawls that most people frown on. Maybe you're an ex-soldier or guard that got into the brawling scene for the thrill. Some are professional pit fighters or gladiators. Many are just drunks that had to learn to get themselves out of trouble. Whatever is the case, when most people draw their weapons you raise your fists. 

Bar Fighter

When you choose this archetype at 3rd level, you gain proficiency with improvised weapons. Also, when you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. Your unarmed strikes deal 1d4 and uses your Strength Modifier for attack and damage rolls (this increases to a d6 at level 10 and d8 at level 18).

Heel Kick

Starting at 3rd level, your experience fighting in less reputable situations has taught you a unique skill. Once per turn when you use your action to make an unarmed strike you can replace one of the attacks with a heel kick. This unarmed strike uses your STR modifier for attack and damage rolls, has a range of 5 ft, and on a hit deals 1d10 bludgeoning damage and pushes the target 5 feet.

You can use this feature a number of times equal to your proficiency modifier, and you regain all expended uses when you finish a long rest.

Swagger

Starting at 7th level, you carry yourself with a aggressive swagger. Whenever you make a Charisma (Intimidation) check, you gain a bonus to the check equal to your Strength modifier.

This self-confidence also gives you advantage on Wisdom saving throws.

Iron Fists

Starting at 10th level, you've learned a few tricks for dealing with more difficult opponents. Your unarmed strike gain a +1 to attack and damage rolls and are considered magical for the purposes of overcoming resistances.

Ground and Pound

Starting at 15th level, you learn the subtle art of throwing someone on the ground. When you have a creature grappled that is no greater than one size larger than you, you can use your action to make another grapple against the target. On a success the target is knocked prone and you maintain your grapple on the target (you are not knocked prone). While you maintain this grapple and any attack successfully hits you, you can use your reaction to roll a d6. On an even roll the attack hits your target instead.

Strong Grip

Starting at 18th level, your experience wrestling gives you an edge in grappling contests. Opponents grappled by you have disadvantage on DEX (Acrobatics) and STR (Athletics) checks to escape your hold. 

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