Base Class: Fighter
Fisty boi
Size em up!
You have become skilled at determining where to strike an opponent for maximum effectiveness. Starting at 3rd level you can use your bonus action to visually analyze a creature. That creature becomes targeted for your next strike. You gain advantage on all attack rolls made against a targeted creature for 1 minute. You can use this feature a number of times equal to your proficiency modifier.
Thick skin
Your skin has been hardened by battle and constant abuse. If you're not wearing armor or using a shield, your AC becomes 10+your con+wis modifers
Combo!
Starting at 7th level you have sharpened your mind, allowing reactive actions without delay. When you hit a creature with an unarmed attack on your turn, you can use your bonus action to make one additional combat action from the following. DC=8+ strength mod+proficiency for these actions.
•Pin down: creature makes a strength check. On a failed save, they are knocked prone.
•Haymaker: you deal an additional damage die of unarmed damage to a creature you hit with your unarmed strike.
•Push Kick: Creature makes a strength save, in a fail save, they are pushed back up to 10ft.
•Guard: You take a defensive stance. All attacks against you have disadvantage until the start of your next turn.
•Full Nelson: Creature makes a strength save. On a failed save they are grappled.
Improved thick skin
Your thick skin feature now grants you resistance to bludgeoning damage from non magical weapons.
Multi combo!
Starting at 15th level you can forego one unarmed strike per attack action to instead preform a combat action. Additionally, you learn 2 more possible actions.
•Low blow: Creature makes a constitution save. On a failed save the creature is stunned until the start of your next turn.
•Rouse the crowd: Creature makes a wisdom save. On a failed save the creature has disadvantage on attacks rolls against all creatures other than you until the start of your next turn.
Finishing Blow
You've mastered timing and spacing and patience. You wait until the perfect moment to unleash a knockout strike. Starting at 18th level, when you would hit with an unarmed strike, you can turn that attack into a critical hit. Additionally, this attack does 1 additional unarmed die of damage. You can do this 2 times per long rest.
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