Fighter
Base Class: Fighter

Scrapper Die Chart

Level

Partially Armed

(1 weapon or shield)

Unarmed

(No weapon or shield)

Grapple

3rd

1d6 + Str Mod

1d8 + Str Mod

1d4 + Str Mod

4th

1d6 + Str Mod

1d8 + Str Mod

1d4 + Str Mod

5th

1d6 + Str Mod

1d8 + Str Mod

1d4 + Str Mod

6th

1d6 + Str Mod

1d8 + Str Mod

1d4 + Str Mod

7th

1d8 + Str Mod

1d10 + Str Mod

1d6 + Str Mod

8th

1d8 + Str Mod

1d10 + Str Mod

1d6 + Str Mod

9th

1d8 + Str Mod

1d10 + Str Mod

1d6 + Str Mod

10th

1d8 + Str Mod

1d10 + Str Mod

1d8 + Str Mod

11th

1d8 + Str Mod

1d10 + Str Mod

1d8 + Str Mod

12th

1d8 + Str Mod

1d10 + Str Mod

1d8 + Str Mod

13th

1d8 + Str Mod

1d10 + Str Mod

1d8 + Str Mod

14th

1d8 + Str Mod

1d10 + Str Mod

1d8 + Str Mod

15th

1d10 + Str Mod

1d12 + Str Mod

1d10 + Str Mod

16th

1d10 + Str Mod

1d12 + Str Mod

1d10 + Str Mod

17th

1d10 + Str Mod

1d12 + Str Mod

1d10 + Str Mod

18th

1d10 + Str Mod

1d12 + Str Mod

1d10 + Str Mod

19th

1d10 + Str Mod

1d12 + Str Mod

1d10 + Str Mod

20th

1d10 + Str Mod

1d12 + Str Mod

1d10 + Str Mod

Street Fighting

Beginning when you choose this archetype at 3rd level, your fists count as weapons with the light property for the purposes of effects and duel wielding, allowing you to utilize them more effectively in combat and utilize them for any condition requiring a weapon (Ex: must have a martial or simple weapon to do x). You gain the Unarmed Fighting Style, if you already have the Unarmed Fighting Style, you may choose another Fighting Style available to Fighters.

Your Unarmed Fighting Style unarmed and grapple damage dice now scales with your Player Level (Refer to the Scrapper Chart).

Grapple damage from the Unarmed Fighting Style damage type is the same as your unarmed strike’s damage type.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defence

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Superior Technique

You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Street Smarts

At 3rd level, you've learned how to use the environment to your advantage in combat and have become proficient with improvised weapons and improvised weapons utilizing this feature count use the light property for the purposes of effects and duel wielding.

Using this feature, an improvised weapon deals damage equal to your unarmed strike damage die plus your Strength modifier. For example, at level 3 an improvised weapon utilizing this feature would do 1d6 + Str Mod.

As a reaction, when you have access to a small improvised weapon (a chair, broken glass, a table leg, a frying pan, a wagon wheel, a dead goblin, etc). within your immediate environment and there is an enemy within your melee reach, you can swiftly pick up and utilize the improvised weapon to make a single attack. This attack can be made at any time during combat, as long as the specified conditions are met. Once you make the attack, the improvised weapon becomes unusable for further attacks and is subsequently dropped as part of the reaction. On miss the improvised weapon is dropped but left able to attack with.

Unstoppable Force

At 3rd level, you gain advantage on Athletic checks.

When you use the Attack action with an unarmed strike or use an improvised weapon using the Street Smarts feature you may use the Grapple or Shove Action as a bonus action .

Improved Street Fighting

At 7th level, your mastery of Street Fighting grows, allowing you to strike with even greater force and precision. You gain the following benefits:

A target grappled by you takes damage on a successful grapple attempt and on the start of each of its turns.

Your unarmed strikes and improvised weapon attacks using the Street Smarts feature gain an additional 5 feet of range whenever there are 2 or more targets (allied or not) within your melee range.

Your unarmed strikes, improvised weapon attacks using the Street Smarts feature, and grappled target damage count as magical for the purpose of overcoming resistance and immunity to non magical attacks and damage.

Quick Reflexes

At 10th level, through much battle experience your reflexes have been naturally heightened allowing you to react to more things in combat, you gain the following benefits:

When an allied creature (including you) has an attack made against it (whether it hits or not)  and is within melee range of you or ends its turn within melee range of you, you can use a reaction to Shove a creature that is one size larger than you or smaller away from you. Using this feature you can knock it prone and push it away with the same Shove action.

When an allied creature (including you) has an attack made against it (whether it hits or not) within melee range of you or an enemy enters your melee range, you can use a reaction to grapple the target.

Fighting Dirty

At 10th level, you've mastered the art of fighting dirty to gain an advantage over your opponents. Upon successfully landing an unarmed strike or improvised weapon attack using the Street Smarts feature against a target, you may imbue your attack with an additional effect from below once per turn:

            Eye Gouge: Upon successfully hitting your target you can thrust your finger into their eye. You can forgo expending a use of this feature if the target of this attack is grappled or restrained (by you or another target). The target must succeed a DC-15 Dexterity saving throw on hit or be blinded for 1 minute. The target can reroll a DC-15 Dexterity saving throw at the beginning of each of its turns to end this blind condition.

            Sucker Punch: Upon successfully hitting your target, you can drive your attack into the target with more force disorienting them. You can forgo expending a use of this feature if the target of this attack is prone. The target must succeed a DC-15 Constitution saving throw or be stunned till the end of your next turn.

This feature can be utilized a number of times equal to your proficiency bonus unless a certain condition is fulfilled. Uses for this feature are replenished on long rest.

Rooting for the Underdog

At 15th level, you’ve learned, through repeated combat, how to predict underhanded enemies. While surrounded by 3 or more enemies within your melee range, you gain advantage on attack rolls using unarmed strikes or improvised weapons using the Street Smarts feature.

Difference Between Winning and Losing

At 18th level, you know what it takes to win a fight, losing is no longer an option. You gain the following benefits:

Adrenaline Rush: You gain resistance to all damage types for 1 minute after using your Action Surge.

Lick Your Wounds: You gain an extra use of Second Wind and it is now usable as a free action, but only usable once on the same turn.

Heightened Senses: You gain an extra reaction to use in combat increasing your reactions from 1 to 2.

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