Base Class: Fighter
Pugs are not pugilists. Pugilists are disciplined boxers who look at pugs as a calloused slap in the face of a gentleman’s sport. Pugs look at pugilists as privileged fighters who have never struggled for food to eat or a bed in which to sleep. Neither are completely wrong. Pugilists fight with their fists and see dishonor in anything else. Pugs fight to win. Fists, feet, heel hooks or choke holds—knock out, tap out or pass out. Those are your choices.
Though these warriors have a limited familiarity with armor, they are just as proficient with weapons as other fighters—they just either prefer, or simply enjoy, using their bodies as weapons.
Fighting Superiority
When you choose this archetype at 3rd level, you learn mover that are fueled by special dice called superiority dice.
Moves. You learn three moves of your choice, which are detailed under “Moves” below. Many moves enhance an unarmed attack in some way. You can use only one move per attack.
You learn two additional moves of your choice at 7th, 10th, and 15th level. Each time you learn new moves, you can also replace one moves you know with a different one.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. 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 moves require your target to make a saving throw to resist the move’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength modifier
Unarmored Fighter
At 3rd level, While you are not wearing any armor and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. Your abilities depend on your maneuverability. While you are wearing any armor that imposes disadvantage on Dexterity (Stealth) checks, you cannot use any moves or superiority dice.
Moves
These moves can be added to your arsenal.
Block
When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
Body Slam
When you hit with an unarmored weapon attack, you can knock the target prone. You can then use your bonus action to expend one superiority die and attempt to grapple the target, (see the Player’s Handbook for rules on grappling), add the value of the superiority die to your STR (Athletics) check.
Breaking Their Spirit
When you hit with an unarmed weapon attack, you can expend one superiority die to add the total to the damage roll and the target must make a WIS saving throw (DC {{savedc:str}}). On failure, it is frightened of you until the end of your next turn.
Counterstrike
When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make an unarmed melee weapon attack against it (add the superiority die to the attack’s damage roll on hit).
Dazing Strike
When you hit with an unarmed weapon attack, you can expend one superiority die to add the total to the damage roll and your next unarmed attack roll against the target has advantage if the attack is made before the end of your next turn.
Disarming Strike
When you hit a creature with an unarmored 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.
Fan Favorite
When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.
Fancy Footwork
When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
Grappling Strike
Immediately after you hit a creature with an unarmed 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.
Head Butt
When you hit with an unarmed weapon attack, you can expend one superiority die and do damage equal to the total plus your STR modifier. The target must make a CON saving throw (DC {{savedc:str}}). On failure, the target is blinded until the end of its next turn.
Lariat
When a creature you can see moves into within 5’, you can use your reaction to expend one superiority die and make one unarmed attack against the creature. If the attack roll hits, the target takes damage equal to the superiority die roll, and if the target is Large or smaller, it must make a STR saving throw (DC {{savedc:str}}). On failure, you knock the target prone.
Lunging Strike
When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.
Play to the Crowd
On your turn, you can use an action and expend one superiority die to gain temp HP equal to the superiority die roll + your Charisma modifier.
Precision Strike
When you make an unarmed weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this move before or after making the attack roll, but before any effects of the attack are applied.
Quick Feint
You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack’s damage roll.
Shove
When you hit a creature with an unarmed 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.
Submission Hold
When you have your target grappled, you can expend one superiority die and make an attack action against the target, doing damage equal to the superiority die roll. Each round that the target fails to escape the grapple, it takes damage equal to the superiority die roll. While grappling in this way, you have advantage on CHA (Intimidation) checks against the target.
Sweep the Leg
When you hit with an unarmed weapon attack, you can expend one superiority die to add the total to the damage roll, and if the target is Large or smaller, it must make a STR saving throw (DC {{savedc:str}}). On failure, you knock the target prone.
Size Up Your Enemy
Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
- Strength score
- Dexterity score
- Constitution score
- Armor Class
- Current hit points
- Total class levels (if any)
- Fighter class levels (if any)
Improved Fighting Superiority
At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.
Never Give Up
Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain one superiority die.
Improved Fighting Superiority
At 18th level, your superiority dice turn into d12s.
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