Fighter
Base Class: Fighter

An elven soldier is stranded from her weapons on a battlefield. Facing the enemy, she puts up her hands, ready to face them with what the gods gave her.

A Half-orc is drinking at a tavern with his party after a long and tumultuous adventure. After the rogue scams a card game, and knives come out, the half orc sighs, drains his beer, and grabs the stool he’s sitting on, walking over to protect his friend.

After kidnapping what seemed like an easy target, a local crime boss smirks, thinking to himself that the person he has captured in his basement will give up the location of their gold. After hearing a commotion come from his kitchen, he goes to investigate. His smirk drops as he sees his captive, armorless and unarmed, standing over the unconscious bodies of his thugs, blood dripping from their wounds and hands clenched into fists.

Brawlers are the kinds of fighters that don’t know when to quit, the kinds of adventurers who stare a barbarian down and throw their sword to the side, cracking their knuckles. When it gets down to it, as long as the other person is crumpled and bleeding, who cares if it was from a punch or a sword, a rock or a dagger? Either way, the job is getting done.

Three Men in a Bar

At 3rd level, you gain proficiency in improvised weapons. Additionally, the damage for your Unarmed attacks is now 1d4. This goes up to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.

Flow and Crash

Additionally at 3rd level, at the end of a long rest, you may replace one fighting style you have with another from the Fighter Fighting Style list. If Archery is chosen, you can add +2 to attack rolls you make while throwing a weapon. This only applies to simple or martial weapons with the thrown property, as well as light improvised weapons that you have thrown with an Attack action (a fist sized rock, a tree branch, a chair, etc).

Don't Need It

Beginning at 3rd level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.

That All You Got?

At 7th level, you can attempt to shrug off some of the damage you take from melee attacks. If a creature hits you with a melee attack that deals bludgeoning, piercing, or slashing damage, you can use your reaction to reduce the damage by 1d10+your Constitution modifier (minimum of 1)+your Fighter Level. You can use this feature a number of times equal to your Constitution modifier, you regain all uses after a long rest. 

If you reduce the damage from an attack this way to 0 damage, you may make an unarmed strike or improvised weapon attack, or attempt to grapple your attacker as part of the same reaction.

Keep 'em Busy

At 10th level, if you have hit a creature with an unarmed strike, you may use a bonus action to make a ranged improvised weapon attack or a thrown weapon attack against another creature that is within 20 feet of you. If the attack hits this creature, they must make a Constitution saving throw or be subjected to either the blinded or stunned conditions (your choice when you make this attack) until the start of your next turn. The DC for this saving throw equals 8+your PB+your Strength modifier (minimum of 1).

Additionally, at 10th level, your improvised weapon damage goes up to a minimum of 1d6.

Let's Make This Quick

Additionally, at 10th level, you can attempt to break an improvised weapon on someone. If you hit with an improvised weapon attack, you can choose to break the weapon on the creature you’re attacking, dealing maximum damage on the appropriate dice, as well as adding your PB and Strength modifiers. However, the weapon breaks and is unusable. You can use this feature a number of times equal to your Strength modifier, per long rest.

Additional Fighting Style

At 15th level, you can take another fighting style from the Fighter Fighting Style list. However, you can only change one fighting style per long rest with Flow and Crash.

Additionally, your range for Keep ‘em Busy extends to 30 feet.

Got It Covered

At 18th level, you can make two thrown improvised weapon attacks or thrown simple or martial weapon attacks as part of the bonus action of Keep ‘em Busy. These must be against two separate creatures of your choice.

Additionally, at 18th level, your improvised weapon damage goes up to a minimum of 1d8.

Like A Ghost

Also, at 18th level you gain advantage on Constitution checks and saving throws.

You can also gain advantage on one death saving throw per day.

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