Base Class: Fighter
The Close and Personal fighters are pretty self-explanatory. They don't want anything to stand between them and their enemies, not even a clunky piece of metal or wood like a weapon or a shield. They want to get in the face of their target, so they can cave it in with a good fist. They forgo the benefits of a weapon for instead the untapped potential of their own arms, trading the external damage caused by piercing or slashing your enemies, for the ability to debilitate your enemies by mashing their organs and ruining them from inside. While fighters that use swords may hit harder, the Close and Personal fighters still do more damage and harm to their target, with strikes that are more numerous and more precise.
Self Taught Fighting
Your lifestyle full of fighting has naturally taught you how to use your hands to protect yourself. Thanks to this, fist fighting has become muscle memory to you.
You gain the 'Unarmed Fighting' fighting style, if you already have this fighting style you can choose a second option from the Fighting Style feature.
At 10th level the damage dies of your unarmed strikes change from a d6 and d8 to a d8 respectively d12, according to the 'Unarmed Fighting' fighting style rules. At 15th level if you aren't wielding any weapons or a shield when making unarmed attacks, you also add your proficiency bonus to the damage of your unarmed strikes.
The Classic One-Two
By having your arms free and not weighted down by heavy and clumsy weapons, you can use your fists to hit your enemies more. Starting at 3th level, If you aren't wielding any weapons or a shield, after landing an unarmed strike you can perform 1 additional unarmed strike. You can use this feature once per turn, a number of times equal to your proficiency modifier per short or long rest.
Fighting Reflexes
When you reach 7th level, because you have been in repeated altercations, and taking a worryingly high amount of hits behind the head, your eyes and hands have learned to act when someone turns their back on you. When using your reaction to attack, you can perform 2 unarmed attacks instead of 1.
Didn't Hear no Bell
Your thick skull and stubbornness allow you to spite the efforts of your enemies by refusing to stand down and refusing to lose.
Reaching 7th level, when you fall unconscious you can roll in order to regain consciousness. Before rolling a Death Saving Throw, you can choose to roll a d8 in order to pass a check and rise back up to your feet without expanding your movement with 1 hit point.
The DC of the check is equal to 4 and rises by 1 after each successful roll, to a maximum of 9, and it resets after a long rest.
You can use this feature a maximum of 5 times per long rest.
Liver Smushing
The repeated damage of your strikes starts to add up, especially internally. Even if you aren't slashing or piercing your enemies, you still are making their organs bleed.
When you reach 10th level, after hitting an entity with 3 unarmed strikes, you can enforce a Constitution Saving Throw upon them. If they fail this Saving Throw you impose a -1 penalty upon one of their stats (your choice), which stacks. Each time they fail this saving throw you can choose which stat to affect. If the stat of an entity reaches 0 this way, they die. The penalties cannot be cured by Healing, are reset after a long rest or by using either Restoration magic, Revivify, Resurrection or a Wish spell. At 15th level the stat penalties can only be cured by a long rest or by using either Greater Restoration, Revivify, Resurrection or a Wish spell. At 18th level the stat penalties can only heal after 1d6 long rests or by using either Revivify, Resurrection or a Wish spell.
After hitting an entity with 4 unarmed strikes, you can enforce another Constitution saving throw upon them, which if they fail, they become Stunned until the end of their next round. If their Constitution modifier is negative they roll this saving throw at disadvantage.
The DC for these saving throws is equal to 8 + your Strength + your Proficiency modifier.
Uppercut
All your experiences with fighting have ingrained one thing in your head very well, one good punch can be better than ten. When the time is right, by forgetting the more calculated aspects of fighting, you instead focus all the power in your body into unprecise, but very destructive hits.
At 15th level, when attacking a Stunned enemy with an unarmed attack you can choose to forgo your advantage in order to double the damage dies of your unarmed strike. This feature can't be used if you don't have advantage on the stunned target.
Organ Broth
When you reach 18th level, the internal damage caused by your devastating unarmed strikes has culminated to a point, where the organs you hit become mushy residue of what they were. When you impose a stat modifier penalty on an entity by using your 'Liver Mushing' feature, they suffer certain additional penalties depending on the affected stat:
When suffering a Dexterity modifier penalty: the affected entity's movement is halved, can't dash and can't take reactions.
When suffering a Strength modifier penalty: the affected entity loses their multiattack feature (if they have it) and they can't add their proficiency bonus to their attacks.
When suffering a Constitution modifier penalty: the affected entity can't concentrate on spells and they can't regenerate.
When suffering a Wisdom modifier penalty: flank attacks against the affected entity deal critical damage, ranged attacks against them have advantage and the affected entity's vision is reduced to20ft.
When suffering a Intelligence modifier penalty: the max level of spells the affected entity can cast is reduced by 1 for each negative penalty in this stats modifier.
When suffering a Charisma modifier penalty: all healing received or dished out by the affected entity is reduced by half.
When a stat suffers a modifier penalty because of your 'Liver Mushing' feature, all skills checks relating to that stat are done at disadvantage by the affected entity.
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