Fighter
Base Class: Fighter

The archetypal Pugilist is a fighter who prefers to use his fists to settle disputes. More than punching, though, the Pugilist can employ other unarmed techniques, like wrestling, with great effectiveness. Unlike the refined precision of a monk's martial arts, a Pugilist's unarmed fighting style is based on strength, stamina and grittiness. It does not have the spiritual element of the monk's unarmed combat. What it lacks in grace, however, it makes up for with brutal efficiency. Though Pugilists are still capable armed fighters, they see it as an important skill to be able to fight without the benefit of weapons.

Unarmed Combat Superiority

Maneuvers. You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. You can use only one maneuver per attack. 

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

Superiority Dice. You have five superiority dice, which are d4s. A superiority die is expended when you use it.  You always add your Strength modifier to damage rolls. You regain all of your expended superiority dice when you finish a short or long rest.

You gain another superiority die at 7th level and one more at 15th level.

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

Maneuver save DC = 8 + your proficiency bonus + your Strength modifier

Maneuvers:

Body Slam You spend one superiority die when you make an Attack action to lift a creature your size or one size smaller and slam them into the ground with you on top.  If the Attack is successful, you roll your superiority die for damage and you and the creature are both prone. The target creature must make a Constitution saving throw or also be stunned for one round.You may not be wielding a weapon or wearing a shield in order to make this attack.  

Choke Hold  If you have a creature grappled, you may spend a superiority die on your next turn to put it into a choke hold. The target can be no more than one size larger than you. It must make a Strength saving throw to resist this hold. If the hold is successful you may roll the superiority die for damage. Both you and the target are considered restrained. The target is allowed a Strength saving throw every round to break the hold. While in the hold, the target continues to take damage equal to your initial damage roll. If it reaches 0 hp it is rendered unconscious.

Disarm When you hit a creature with an unarmed attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Dodge and Throw When you take the Dodge action on your turn, you may spend a superiority die to use the creature's motion against them. With your reaction you grab and throw one creature you can see that misses you with a melee attack. The creature must be your size or one size smaller and you must have at least one free hand. You make a grappling attack and if successful the creature is thrown up to 5ft in the direction they were facing. They take damage equal to your superiority die roll and are also knocked prone.

Duck and Weave When you spend one superiority die you may add the roll to your Armor Class when you take the Dodge action. This is only effective versus creatures using unarmed or natural attacks (i.e. claws and bites).

Haymaker With this attack you concentrate on connecting with one powerful punch. You may not take any Bonus Actions when you attempt a haymaker. You expend a superiority die which is added to the damage of the strike. You score a critical hit on a die roll of 18-20. If you score a critical hit, the target is allowed a Constitution saving throw or else it is stunned until the end of its next turn.

Jab and Hook If you are not wielding any weapons or wearing a shield you may spend a superiority die to perform this combination attack. You make one unarmed attack. If it hits, it deals normal damage (1 + your Strength modifier) but also gives you Advantage on the second attack against the same opponent that you take as a Bonus Action. Whether the first attack hits or not, you add the superiority die to the damage of the second strike if it hits.

Pressure Point Strike You spend one superiority die to target a weak spot on your opponent, delivering added pain to your strike. If your unarmed attack hits, you add your superiority die roll to the damage and the target has Disadvantage until the end of its next turn.

Smash When you take the Attack action with a melee weapon, you may spend a superiority die to make an unarmed attack as a Bonus Action. With this attack you follow through, getting in close to smash your opponent with a fist, elbow, knee or headbutt. You can add the superiority die roll to your unarmed attack roll or to damage. 

Submission Hold If you have a creature grappled, you may spend a superiority die on your next turn to put it into a submission hold. The target can be no more than one size larger than you. It must make a Strength saving throw to resist this hold. If the hold is successful you may roll the superiority die for damage. Both you and the target are considered restrained. The target is allowed a Strength saving throw every round to break the hold. While in the hold, all Intimidation checks against the target have Advantage.

Taking the Punch When an attacker that you can see hits you with an attack that deals bludgeoning damage, you can spend a superiority die to use your reaction to reduce that damage against you by the amount rolled on your superiority die + your Constitution modifier.

Student of War

At 3rd level, you gain proficiency with one type of artisan’s tools of your choice.

Maneuvers

The maneuvers are presented in alphabetical order.

Bait and Switch

When you’re within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks.

Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.

Body Slam

You spend one superiority die when you make an Attack action to lift a creature your size or one size smaller and slam them into the ground with you on top.  If the Attack is successful, you roll your superiority die for damage and you and the creature are both prone. The target creature must make a Constitution saving throw or also be stunned for one round.You may not be wielding a weapon or wearing a shield in order to make this attack.  

Brace

When a creature you can see moves into your reach, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon’s damage roll.

Choke Hold

 If you have a creature grappled, you may spend a superiority die on your next turn to put it into a choke hold. The target can be no more than one size larger than you. It must make a Strength saving throw to resist this hold. If the hold is successful you may roll the superiority die for damage. Both you and the target are considered restrained. The target is allowed a Strength saving throw every round to break the hold. While in the hold, the target continues to take damage equal to your initial damage roll. If it reaches 0 hp it is rendered unconscious.

Disarming Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Dodge and Throw

When you take the Dodge action on your turn, you may spend a superiority die to use the creature's motion against them. With your reaction you grab and throw one creature you can see that misses you with a melee attack. The creature must be your size or one size smaller and you must have at least one free hand. You make a grappling attack and if successful the creature is thrown up to 5ft in the direction they were facing. They take damage equal to your superiority die roll and are also knocked prone.

Duck and Weave

When you spend one superiority die you may add the roll to your Armor Class when you take the Dodge action.

Grappling Strike

Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player’s Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.

Haymaker

With this attack you concentrate on connecting with one powerful punch. You may not take any Bonus Actions when you attempt a haymaker. You expend a superiority die which is added to the damage of the strike. You score a critical hit on a die roll of 18-20. If you score a critical hit, the target is allowed a Constitution saving throw or else it is stunned until the end of its next turn.

Jab And Hook

 If you are not wielding any weapons or wearing a shield you may spend a superiority die to perform this combination attack. You make one unarmed attack. If it hits, it deals normal damage (1 + your Strength modifier) but also gives you Advantage on the second attack against the same opponent that you take as a Bonus Action. Whether the first attack hits or not, you add the superiority die to the damage of the second strike if it hits.

Menacing Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Pressure Point Strike

 You spend one superiority die to target a weak spot on your opponent, delivering added pain to your strike. If your unarmed attack hits, you add your superiority die roll to the damage and the target has Disadvantage until the end of its next turn.

Pushing Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Rally

On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

Riposte

When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.

Smash

When you take the Attack action, you may spend a superiority die to target specific parts of an opponent's body potentially causing a serious fracture or internal damage. With this attack you follow through, getting in close to smash your opponent with a fist, elbow, knee or headbutt. If the attack is successful, the target must make a Con save or suffer a potentially grave injury. 

1: You injure your own body and have disadvantage on attacks for 1d4 Rounds

2-9: You injure the targets nerves but not grievously. The Target attacks at disadvantage for 1D6 rounds + STR modifier (Minimum of 1) 

10-15: Your attack injures past the muscle and breaks your opponent's bone. The Target attacks at disadvantage as well as cannot take bonus actions for 1D6 rounds + STR modifier (Minimum of 1) 

15-19: Your attack goes even further beyond and fractures your opponent's body. The Target attacks at disadvantage, cannot take bonus actions, as well as cannot take reactions for 1D6 rounds + STR modifier (Minimum of 1) 

20: You push your opponent's body past its limits and shatter their body in both bone and tendon making their limb useless and unusable. The Target can only take an action on their turn and lose the ability to take a reaction due to the shock of your attack. If they choose to make an attack as their action, they may only make 1 attack as a part of their action.

Taking the Punch

When an attacker that you can see hits you with an attack that deals bludgeoning damage, you can spend a superiority die to use your reaction to reduce that damage against you by the amount rolled on your superiority die + your Constitution modifier.

Sucker Punch

your punches can send someone reeling if you get the drop on them. If you are making an unarmed attack, you may use your bonus action, and spend 2 superiority dice to give you Advantage on your attack roll, if you don't already have it, and you deal three times your superiority die roll in damage.

Improved Combat Superiority

At 10th level, your superiority dice turn into d8s. At 18th level, they turn into d10s.

Relentless

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain one superiority die.

Improved Combat Superiority

At 18th level, your superiority dice turn into d10s.

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