Fighter
Base Class: Fighter

Masters of unarmed combat, Pugilists hone their bodies into living weapons. Unlike monks, who blend martial arts with spiritual discipline, Pugilists are brutal, instinctual fighters. Whether trained in a disciplined dojo, hardened in the brutal world of underground brawling, or raised in the gladiatorial pits, these warriors rely on raw strength, sheer grit, and unwavering endurance to overpower their foes.

When swords shatter, shields break, and magic falters—Pugilists fight on. Because their greatest weapons are their fists.

 

  • Damage Dealer: Your unarmed strikes scale up over time, keeping pace with weapon-based Fighters.
  • Tanky & Durable: Between increased AC, grappling control, and the ability to stay at 1 HP, you can take a beating and keep going.
  • Brawler Feel: Unlike monks, who focus on ki and speed, this subclass emphasizes raw power, endurance, and grappling, making it perfect for characters inspired by boxers, wrestlers, gladiators, or street fighters.

 

Fists of Iron

Your body is a weapon, honed through relentless training and real-world experience.

  • Unarmed Mastery: Your unarmed strikes are more powerful than normal. You deal 1d6 + your Strength or Dexterity modifier in bludgeoning damage instead of the standard 1 damage. This damage increases to 1d8 at level 10 and 1d10 at level 18.
  • Brawler's Defense: While you are not wielding a shield and not wearing heavy armor, your AC equals 10 + your Dexterity modifier + your Constitution modifier.
  • Grappling Expert: You have advantage on ability checks to initiate or maintain a grapple. Additionally, if you start your turn grappling a creature, you can use a bonus action to deal your unarmed strike damage to them.

Counterstrike

Your reflexes allow you to punish reckless attackers.

  • When a creature within 5 feet of you makes a melee attack against you, you can use your reaction to make an unarmed strike against them. If your attack hits, they have disadvantage on their attack roll against you.

(Fluff: Whether it's a well-timed block, a brutal elbow, or a counterpunch to the gut, you make sure every enemy pays for getting too close.)

Indomitable Spirit

Your sheer toughness allows you to fight through injuries that would fell lesser warriors.

  • You gain proficiency in Constitution saving throws if you don’t already have it.
  • When you are reduced to 0 hit points but not killed outright, you can make a Constitution saving throw (DC 10 + half the damage taken). On a success, you drop to 1 HP instead.
  • You can use this feature once per long rest.

(Fluff: You refuse to go down. Whether through adrenaline, resilience, or sheer spite, you stay on your feet even when you should be unconscious.)

Relentless Assault

Once you land a blow, you don’t stop until your opponent is down.

  • When you hit a creature with an unarmed strike on your turn, you can use a bonus action to make another unarmed strike.
  • If you hit a creature twice in the same turn with unarmed strikes, they must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier) or be knocked prone or stunned (your choice) until the end of your next turn.

(Fluff: Your blows come in rapid succession, overwhelming even the toughest foes. Few can stand up to the full force of your assault.)

Living Weapon

You are the embodiment of martial perfection. Your body is a weapon more dangerous than any blade.

  • Your unarmed strikes count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks.
  • When you hit a creature with an unarmed strike, you can force them to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier). On a failure, they are stunned until the end of your next turn.
  • You can use this stunning strike once per turn.

(Fluff: Whether through brute force, pinpoint strikes, or an instinctual understanding of anatomy, your blows leave opponents dazed and helpless.)

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