Fighter
Base Class: Fighter

The Goliath woman was always frustrated, it has been 10 years since she joined the Monastray and still she can not do what the others can. She cannot move like they can, she cannot fight with such grace and dexterity like they can, but she soon finds out that is a good thing. When the mad earth elemental attacked the monastery the others were powerless against it and she thought she would be no better, but she mustered her courage and swung her fist with all her strength and broke through its core with ease and saved everyone. The next day she decided to leave the monastery to everyone's protest, she realized her fists were not meant for the dexterous life of a monk, but rather the battle strengthened life of a warrior. 

The man had recently come to the city in search of a new way of life, he was a dwarf and a rugged looking one at that but he was finally able to find employment at a local orphangage thanks to a kindly old woman, the kids warmed up to him quickly and he to them. One day a group of thugs came into the orphanage looking for shelter as they were running from the town guard after they tried to rob a store and were going to take the kids as hostages, one of the thugs slashed at the man who dodged but cut his shirt. With a stern but caring voice he tells the kids to stay behind him and close their eyes, they do as he says as he tears off his shirt revealing a body covered in scars, burns, and permenant bruises. The thugs realized their mistake too late as the man quickly and brutally knocks out each and every one of them with his bare fists. He then comforts the crying children as the guards come in and arrest the thugs, promising to always protect them.

The woman hated her existence, all her life she was weak. She was pushed around, she was taken advantage of, and after this last job she was pinned as the scape goat and thrown into a cell to rot. In that dim jail cell she considered ending it all until one day an old man was thrown into the cell across from her. It was clear the man had been tortured and was now unconscious, again she did not pay much attention and went back to brooding. A couple hours later the man awoke and stood and searched his surrounding, their eyes met and inside she saw not the look of despair and apprehension to the world but a strength like that of a giant. With a swing of his fists the bars of his cage were warped and he began to walk out. With desperation she cried out to take her with him, to teach her to be strong like him. He pondered for a moment then the old man bent the bars to her cell and she followed him out of the prision. On that day the woman found a new purpose in life and the old man found an apprentice to teach how to be strong.

Scars, Sweat, Strife, the three S's of the Ambition Pugilist. Nothing in this world is easy, especially a world filled with Swords, and Magic, Dungeons, and Dragons, but you were never one for the easy route. Maybe you're story had the best of starts or maybe it had the worst's, in the end it does not matter as you cannot choose it. What you can choose is how your story develops and if you're lucky how it will end. With your fists hardened to steel and your resolve stronger than the greatest of Magics you step out into the world to come to Blow's with any adversary. They can try to break you, they can try to kill you, but no matter how your story goes you will write it yourself and with your strength you will make it a hell of a tale.

Unbreaking Grit

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

Techniques. You learn three techniques of your choice, which are detailed under “Techniques” below. Many techniques enhance an attack in some way. You can use only one technique per attack.

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

Grit Dice. You have four grit dice, which are d8s. A grit die is expended when you use it. You regain all of your expended grit dice when you finish a short or long rest.

You gain another grit die at 7th level and one more at 15th level.

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

Technique save DC = 8 + your proficiency bonus + your Strength modifier

Callused Knuckles

You have trained diligently with your fists, punching trees and beasts your rigorous training that has fractured your bones and healed over and over again has made your attacks hit harder and with more fury. You're Unarmed Strikes are now called Blows and grow stronger as you do. Your Blows deal 1d8 Bludgeoning damage at 3rd level. At 7th Level your Blow is considered a +1 weapon and deals 1 d10 bludgeoning damage and are now considered magical for the sake of overcoming resistance. At 11th level your Blow is considered a +2 weapon and deals 1 d12 bludgeoning damage. At 17th level your Blow is considered a +3 weapon and deals 2 d8 bludgeoning damage. If your race gives you piercing damage for your unarmed attacks you can choose to have the bludgeoning damage be piercing instead.

You can use the Two-Weapon Fighting, Interception and the Dueling fighting styles with this feature and they act normally.

When you gain a mastery property via the Fighter Weapon Mastery Feature you can use a max of 2 mastery properties with your Blow attacks, you can switch one or both of these properties once every Long Rest. At level 15 you can use 3 mastery properties with your Blow attacks.

However, Unarmed Fighting's unarmed damage die does not stack with Blow.

Techniques

Techniques are the collection of blood, sweat, and hard work. Experience has taught you, alot of the time painfully, what unique attacks you can pull off and which ones to toss. Either way they have become a powerful tool in your arsenal. The techniques are presented in alphabetical order.

Adrenaline

A rush of adrenaline hits you numbing the pain. When you are hit by an attack you can use your reaction to spend one grit die and gain temporary hit points equal to twice your constitution modifier plus the number you roll for your grit die.

After Image

As an action you can expand a grit die and move exceedingly fast in place, creatung blurry images of yourself likened to the Mirror Image spell.

Cheap Shot

When you hit a creature with a blow attack, you can spend a grit die adding the number rolled to the attack, distracting the creature long enough for you to move half your movement speed away without triggering an opportunity attack.

Dead Arm

When you hit a creature with a blow attack, you can expend one grit die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding or numb that limb causing it to be unable to use two handed weapons. You add the grit 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 or numb their arm until the start of their turn. The object lands at its feet.

Devour

When you attack you can spend a grit die to forgo the bludgeoning damage of your blow and turn it into piercing as you savagely bite into the creature tearing off a chunk of flesh and terrifying the creature. The grit die roll is added to the total damage roll and the target must make a WIS saving throw. On failure, it is frightened of you until the end of your next turn. If the creature is grappled by you then they have disadvantage on the saving throw as they desperately struggle to escape.

Drop Kick

When you make a blow attack on your turn, you can expend one grit die to increase your reach for that attack by 5 feet by lunging at the opponent legs extended to hit. If you hit, you add the grit die to the attack’s damage roll.

Earthen Wrath

As an action you can spend one grit die and stomp on the ground with unnatural strength and copy the effects of the Earth Tremor spell centered on you and adding five feet to the area as well as adding your grit die to the damage.

At level 15 the damage is increased by 1 spell level and the range is increased by 5 feet.

At level 18 the damage is increased by 1 more spell level and the range is increased by an additional 5 feet.

 

Feather Foot

As a reaction you quicken your foot work making you harder to hit for an attack against you, you can spend one grit die, you add the number rolled to your AC for that attack.

Feint

You can expend one grit 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 grit die to the attack’s damage roll.

Flying Knee

When you hit a creature with a blow attack you raise your knee and hit them in the head or stomach or your choice, you can expend one grit die, adding the number rolled to the attack as well as making that creature roll a constitution saving throw, if they succeed they only take damage but if they fail they have disadvantage on all Constitution saving throws until the end of your next turn.

Jab

When you make a blow attack roll against a creature, you can expend one grit die to add it to the roll. You can use this technique before or after making the attack roll, but before any effects of the attack are applied.

Knock Out

Immediately after you hit a creature with a blow attack on your turn, you can expend one grit die and try to knock them prone as a bonus action making competing Strength (Athletics) checks. Add the grit die to your Strength (Athletics) check. If you succeed you lift the creature up and slam them on the ground for 2 d6 bludgeoning damage and knock them prone

Lights Out

When you make a blow attack you make your attack aim at the eyes of the creature, you can spend one grit die and add the number rolled to the damage, the creature hit with this attack must make a Dexterity saving throw or be blinded until the start of their turn.

Overwhelming Presence

When you make a Charisma (Intimidation), a Charisma (Persuasion), or a Wisdom (Insight) check, you can expend one grit die and add the grit die to the ability check.

Playing Dirty

As an action you can spend one grit die, to make a grapple check against a creature next to you pinning its arms away so it can't defend itself and leaving it open for attack, add the grit die to the Strength (Athletics) check. If you succeed the creature is grappled and you hold them open for attacks so all allies have advantage on attacks against that creature until it gets free or you let go.

Punch Through

As an action, you can expend a grit die, when you do you tighten your fist and make a blow attack on a person or object and replicate the effects of the shatter spell where you hit in a fifteen foot cone, adding the number rolled on the grit die to the damage. If Punch Through is used on a structure it will blow a five foot by five foot hole through the structure (such as a wall) that is no more than three feet thick and not made of a highly durable material such as metal, material such as wood and stone, however, are affected.

Punching Bag

As part of a blow attack, you can expend one grit die, if you hit add the number rolled on the grit die to the damage, the creature hit by the attack gets their foot stomped on and must make a Strength saving throw or be pinned and their speed and your speed drop to zero. On each of the creatures turn it can use its action to make a Strength (athletics) check to escape or if the user takes damage needs to make a Constitution saving throw equal to half the damage taken or creature is no longer pinned. The user can also choose to end the effect early.

Round House

When you hit a creature with a blow attack, you can expend one grit die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach you sweep out your leg attempting to hit the other target. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your grit die. The damage is of the same type dealt by the original attack.

Takedown

When a creature misses you with a melee attack, you can use your reaction and expend one grit die to grapple the creature, make a grapple check against the creature adding the grit die to the Strength (Athletics) check.

Taunt

When you hit a creature with a blow attack, you can expend one grit die to attempt to goad the target into attacking you by taunting them. You add the grit die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Temple Blow

As an action you can make a blow attack and expend one grit die, you add the number rolled to the damage, you hit the creature on the side of the temple making the creature see stars, the creature must make a Wisdom saving throw or be affected as if by the Confusion spell. At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

Uppercut

When you hit a creature with a blow attack, you can expend one grit die to attempt to drive the target back with a full power uppercut. You add the grit 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.

Titanium Grip

Your grip is so strong you refuse to let go of anything you get your hands on, you now have advantage on all Grapple Checks, including for your techniques. 

At level 18 you gain proficiency in Athletics or Expertise if you already have it.

Unwavering Grit

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

Ambitions Call

Once per turn, when you use a technique, you can roll 1d8 and use the number rolled instead of expending a Grit Die.

Dominant Position

Your mastery of Grapples has reached a peak and you can now move a creature your grappling the way you want, on to the ground. There you can mount them and pummel them to your hearts content. When you succeed in a Grapple Check you can choose to knock the creature prone and mount them, dropping your speed to zero but giving you free access to your attacks, all attacks have advantage on the prone creature. The creature has to use its action to make aa competing grapple check using their Strength (Athletics) check or Dexterity (Acrobatics) check to get out.

You can use this feature once per short rest.

Avatar of Ambition

At 18th level, your grit dice turn into d12s.

Titanium Grip lvl 18: At level 18 you gain proficiency in Athletics or Expertise if you already have it. (unable to do both, if already proficient customize the athletics skill and gain expertise.)

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