Fighter
Base Class: Fighter

The brawler has mastered their body without using weapons due to their environment or personal choice. They have either created their own fighting style or just rely purely on their physical abilities, either way they are forces to be reckoned with due to their fighting spirit.

Blazing Fight

When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

Moxie. You learn two techniques of your choice, which are detailed under “Spirit Techniques” below. Many maneuvers enhance an attack in some way. Each use of a technique must be declared before the attack roll is made. You can use only one punch per attack.

You learn an additional technique of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new technique, you can also replace one technique you know with a different one.

Spirit Techniques. You have Moxie equal to your constitution modifier(min 1). You regain all moxie points at the end of a short rest.

Saving Throws. Some of your spirit techniques require your target to make a saving throw to resist the fighting spirit's effects. The saving throw DC is calculated as follows:

Moxie save DC = 8 + your proficiency bonus + your Strength modifier (your choice)

Blazing Techniques

The Blazing Techniques are not in alphabetical order:

Brawler's Defense

When an attacker that you can see hits you with an attack, you can spend one moxie point to halve the attack’s damage against you.

Dazing Uppercut

When you make an unarmed attack against a creature, you can expend one moxie point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.

Dragon Haymaker

When you make an unarmed attack against a creature, you can expend one moxie point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.

Eat This

You can empower your strikes with additional force. Once on each of your turns, immediately after you hit a target with a melee attack and deal damage to it, you can expend any number of moxie points (up to 4), and dealing force damage to the target equal to your strength modifier.

Float Like a Butterfly

you are difficult to pin down during a fight. You can move up to half your speed as a reaction by spending 1 moxie point when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.

Grit Your Teeth

When you or another creature you can see within 10 feet of you takes damage, you can use your reaction to expend one moxie, and reduce the damage taken by your constitution modifier + proficiency bonus (minimum reduction of 1), as you create inspire the creature to push through the pain.

Hammer Fist

When you make an unarmed attack against a creature, you can expend one or more moxie points to enhance the force of the attack. For each moxie point expended, the attack gains a -2 to the unarmed attack roll. If the attack hits, you can roll one additional weapon damage die per moxie point spent. when determining the damage.

Pacifying Hook Kick

When you make a unarmed attack against a creature, you can expend one moxie point to attempt to knock an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.

Sting Like A Bee

When you make an unarmed attack against a creature, you can expend one moxie point to gain advantage on the attack roll.

The Old One-Two

Immediately after you take the Attack action on your turn, you can spend one moxie point to make two unarmed strikes as a bonus action.

 

Unarmored Defense

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

Moxie-Fueled Body

Starting at 7th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

You add your proficiency bonus to damage rolls made with your unarmed strikes.

Improved Combat Superiority

At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.

It Ain't Over 'till the Gates Call Me

Starting at 15th level, When you are reduced to 0 HP but not killed, you can drop to one HP instead once per long rest. Once activated you can expend a use of your action surge to interrupt your opponent's turn to take the attack action. 

Vicious Intent

At 18th level, your unarmed attacks score a critical hit on a roll of 19-20, and you regain a moxie point on a roll of 19 or 20 on a d20 attack roll.

Unyielding Defiance

Starting at 18th level, you can hold any number of Moxie points, and you gain one for every 10 points of damage you take. Additionally, you can expend three Moxie points to end any effect on yourself as a Bonus action.