Fighter
Base Class: Fighter

The roar of a crowd, the ring of a bell, the shouted counting of a combatant's pin: these are the things that make the Bruiser feel most alive. Whether they model themselves as the champion of the people that fawn over their feats of athleticism, or revel in the looks of scorn and fear as they're jeered at, all Bruisers know how best to apply their bodies to the sport, and indeed the art, of wrestling.

Fundamentals of the Ring

When you pick this subclass at 3rd level you learn the Unarmed Fighting fighting style if it wasn't already known. If you already knew this fighting style, you become proficient with Improvised weapons instead. Additionally you gain proficiency in the Athletics skill and one other skill of your choice from the following list: Acrobatics, Performance, Persuasion, or Intimidation.

When you Grapple a target you inflict the following additional additional effects:

  • The grappled creature has disadvantage on attack rolls and attacks from you targeting them have advantage.

  • They cannot cast spells that require Material or Somatic components and roll Concentration checks at disadvantage.

You can choose to Shove a creature you have grappled with the following benefits:

  • If you choose to knock them prone you can maintain the effects of the improved grappled condition by electing to go prone as well on top of them.
  • If you choose to push them away, it can be in any direction up to 20 feet away from you. If they are thrown upwards or an object stops them from moving the full distance the target takes damage as if they were falling the untraveled distance left in the throw (1d6 Bludgeoning for every 10 feet they should have moved). If the thrown target is interrupted by another creature instead of an object (and neither creature is Tiny) the second creature must succeed on a DC 15 Dexterity saving throw or be impacted by the thrown creature, and any damage resulting from the throw is divided evenly between them. The impacted creature is also knocked prone, unless it is two or more sizes larger than the thrown creature. If the second creature succeeds on the Dexterity saving throw they manage to move out of the path of the throw and the thrown creature continues on its prescribed distance.

Fuel for the Fire

At 7th level a Bruiser learns to strengthen themselves through adversity when channeling a second wind. When you use your Second Wind class feature you gain additional bonus damage to your attacks based off the percentage of hit points you have lost from the total (rounded up). If you lost 1/4 of your hit points your attacks deal an additional 1d4 damage of the same type. This increases to 2d4 at 1/2 of your hit points lost and 3d4 at 3/4 of your hit points lost. Damage dealt by your own Actions, both direct or indirect, or dealt by friendly creatures is deducted from the total amount of damage you've taken for this calculation. This bonus damage lasts until the end of combat or until you take a short or long rest.

Bolstering Crowds

At 10th level a Bruiser becomes stronger before others, enduring incredible abuse rather than disappointing their fans. When you're forced to make a saving throw (including death saving throws) you can add a cumulative +1 to the total for each friendly or neutral creature that can see or hear you, up to a maximum equal to your proficiency bonus. If this bonus is used on a death saving throw and the resulting total would be equal to 20 or greater you gain the effects of having rolled a natural 20.

Champion's Techniques

When you reach 15th level of Bruiser you have honed your feats of grappling to the peak of athletic performance. When you have a target grappled you may attempt one of the following techniques. The saving throw DC for each effect is calculated as (8+ your Strength modifier + Proficiency Bonus). If the target has less than half their maximum health remaining they have disadvantage on the save.

  • Enervating Choke: The grappled target must make a Constitution save, on a failure they are knocked Unconscious. A target rendered unconscious in this way can be prematurely woken up by taking further damage or if someone takes an action to wake them. If otherwise undisturbed they wake naturally after a minute has passed. On a successful save they can attempt to escape your grapple as a reaction.
  • Debilitating Break: The grappled target must make a Strength save, on a failure any attacks they make for the remainder of combat are at disadvantage as their attacking capabilities are wracked by dislocated joints and bruised limbs. The disadvantage remains until the target has taken a short or long rest, is healed by the Lesser Restoration spell, or is given intensive medical care, a process that takes a minute of uninterrupted treatment and the end of which the attempted healer must make a Medicine check (DC= your Bruiser saving throw). A target that has successfully been affected by Debilitating Break is released from the grapple. On a successful save they can attempt to escape your grapple as a reaction.
  • Titanic Toss: The grappled target must make a Dexterity save, on a failure they are pushed away up to 40 feet away as you hurl them through the air. When thrown in this manner they are under the same effects as when thrown by the Fundamentals of the Ring feature (in calculating falling damage, collisions, being  knocked prone etc.) with the added addition of greater range. On a successful save they can either chose to either take only half damage from the collision or not be knocked prone on landing.

You can attempt to perform one of these techniques a number of times up to your proficiency bonus. All expended uses are regained on a short or long rest.

King of the Ring

Upon reaching 18th level a Bruiser becomes a pinnacle of wrestling ability and endurance, a true King (or Queen, or Monarch) of the Ring. When attempting a grapple you are considered to be a creature one size category larger. Additionally you may select one condition from the following list: Incapacitated, Paralyzed, Stunned, put to Sleep, or Charmed. Your rigorous mental and physical training has rendered you immune to your chosen condition. You can change what condition you have immunity to through re-conditioning yourself over the course of a long rest.

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