Fighter
Base Class: Fighter

You are no mere warrior---you are a spectacle. Trained in the sacred arts of outrageous wrestling, and superpowered suplexes, you embody the spirit of the Muscle League: bold, honorable, absurdly over-the-top, and unstoppable. Whether you're bounding off dungeon walls to drop an elbow on a lich or flinging an owlbear into the horizon, you fight with heart, style, and the ultimate amount of muscle.

Ultimate Muscle

Beginning when you choose this archetype at 3rd level, you've learned to enter a state known to only a select few, known as Ultimate Muscle.

As a bonus action, you can enter a state known as Ultimate Muscle. For 1 minute, you gain the following properties.

  • Iron Strikes. Your unarmed strike uses a d6 for damage. If you've chosen Unarmed Fighting as your Fighting Style, the d6 becomes a d8 instead. Furthermore, if you aren't wielding any weapons or a shield when you make an attack roll, the d8 becomes a d10.
  • Stomach of Steel. When you're hit by a melee attack, as a reaction you can harden your abs like a sheet of steel, gaining resistance to that type of damage until the end of the turn.
  • Muscle Lock. If you hit a creature with an unarmed strike, you can attempt to grapple the target as part of the same action. While you have a creature(s) grappled, you can use your bonus action to apply a Muscle Lock. While Muscle Locked, apply the following:
    • The creature has disadvantage on checks made to escape your grapple.
    • If the creature is of the same size or smaller, it takes bludgeoning damage equal to your strength modifier at the start of each of its turns.

You can only have one creature under Muscle Lock at a time. Muscle Lock lasts until the target escapes your grapple or when Ultimate Muscle ends. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Slingshot Rush

Starting at 7th level, you've learned to spring yourself around the ropes of the ring---even if the "ropes" are really just trees and walls.

As a bonus action, if you're within 10 feet of a wall, tree, statue or any other solid surface, you can "bounce" off of it, giving yourself a muscle-bound boost.

○ Until the end of your turn, your jump distance is tripled, and you ignore difficult terrain.

○ When jumping in this way, you can cease your movement by making an unarmed strike against a creature/object, or by making a grappling attempt. If you do, you may roll either the attack or Strength (Athletics) check with advantage. If it hits or succeeds, you can deal an additional 1d10 force damage.

○ If you hit or grapple a creature that is flying or levitating, the creature must make a Strength saving throw (DC = 8 + PB + Str). On a failed save, the creature falls 30 feet if hit or falls completely to the ground if grappled, not taking any damage from the fall.

You can use this feature a number of times equal to your Strength modifier per long rest.

Signature Moves

At 10th level, you've pieced together a repertoire of moves you call all your own.

While you have a creature under Muscle Lock, you can use your action to unleash one of the following signature moves. Roll a d8 or choose.

Signature Move Table 1d8
1. Astral Suplex You rocket up into the air with your grappled victim and crash back down like a meteor.

You and your target fly 10 feet straight up, then slam back down. The target takes 2d10 bludgeoning damage and must succeed on a Dex save (DC = 8 + PB+ Str) or fall prone, ending the grapple. You take no damage and land in a pose a deity would approve of.
2. Muscle Twister With equal parts flair and muscle, you spin your target like an oversized top.
The target takes 1d8 bludgeoning + Str Modifier damage and has disadvantage on attack rolls until the start of your next turn, ending the grapple.
3. Owlbear Hug They're already in your arms, aren't they? Why not give them a big ol' HUG.

Squeezing down as hards as you can, you enhance the effects of Muscle Lock. While grappling the creature, you gain resistance to non-magical bludgeoning, slashing and piercing damage. Additionally, while grappled, the creature  begins suffocating.
4. Skeletal Whip Gripping your targets wrist, you use momentum as your tag-team partner, whipping them out and away from you.

 The creature takes 1d10 bludgeoning damage as you violently fling it up to 20 feet to a space you can see, ending the grapple. If they crash into another creature or solid surface, they take an additional 1d4 force damage and must make a Con save (DC = 8 + PB+ Str) or be stunned until the end of their next turn. 
5. J.J.J (Jab, Jab, Jab) Its like they say, flow like a Triton, sting like a Thri-Keen!

You make three unarmed strike attacks against the grappled creature, ending the grapple. On a hit, each strike deals an additional 1d8 thunder damage.
6. Paladin's Carry The paladins make it look so easy, bursting out of flame wreathed buildings, civilians astrode their shoulders. Surely, you can do it better!

Hoisting the grappled creature upon your shoulders, you can move up to your movement speed and make an improvised weapon attack against another creature, using the grappled creature as the improvised weapon. On a hit, both creatures take 2d10 bludgeoning damage, and the grappled creature falls prone within 5 feet in a direction of your choice, ending the grapple.
7. Roundhouse Kick What better way to set up your teammate for attacks, am I right?

You make one unarmed strike against the grappled creature, ending the grapple. Upon a hit, the creature takes damage equal to your unarmed strike damage, and any ally within 5 feet of the creature can use their reaction to make one melee weapon attack against the creature.
8. Ballista Punch An easy to detect, but no less devastating punch across the jaw, that will leave the target seeing stars.

You make one unarmed strike attack against the grappled creature with disadvantage, ending the grapple. On a hit, treat the hit as it was a critical hit, regardless of the number rolled, and the creature must make a DC 10 Con saving throw, falling unconscious on a failed save.

Combo List

Starting at 15th level, you've learned to chain together your attacks like a devastating river of pain.

When successfully using one of Signature Moves from your Signature Move feature, you can expend a usage of your Second Wind in order to immediately perform another Signature Move without needing to grapple the creature first.

Additionally, the damage dealt by your unarmed strikes counts as magical for the sake of overcoming resistance.

Peak Physique

At 18th level, you attain the pinnacle all things the Muscle League strives for.

When entering Ultimate Muscle, you may choose to enter an enhanced form of it, simply called: Ultimate Muscle - Maximum Muscle.

As a bonus action, you can activate Ultimate Muscle - Maximum Muscle. For 5 minutes, you gain the following benefits, in addition to the benefits already given by Ultimate Muscle.

  • Unarmed strikes deal an additional 1d10 force damage, and 1d10 thunder damage.
  • You have resistance to all damage except psychic.
  • When a creature you can see within 30 feet of you misses you with an attack, you can, as a reaction, appear in a space within 5 feet of the creature and make one unarmed attack against them.
  • When you would be reduced to 0 hit points, you can refuse to fall, letting the might of Ultimate Muscle guide your body. For 1 minute you may stay at 0 hit points, but remain conscious. While in this state, all attack rolls you make are with disadvantage, and your speed is halved. If you do not regain any hit points before 1 minute is over, you immediately die without making any Death Saving Throws. Regaining any amount of hit points brings you out of this state, returning you to normal. 

You can only use this feature once per long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
10/6/2025 6:54:29 PM
12
1
--
Coming Soon
Muscle League Master Image

Comments

Posts Quoted:
Reply
Clear All Quotes