Base Class: Fighter
Life is brutal, you're no stranger to that fact. The strong survive and weak are culled, wrong as it may be, thats how its always been. But growing up, you made sure that no one was stronger than you. For you, life's been defined by bare knuckles and broken bones. Whereas most people use weapons to defend themselves, you have honed your whole body into a weapon. No matter the time or place, when the fists come up, someone's going down, and it's not gonna be you.
Unarmed Expert
3rd-level feature
Don't need swords, Don't need shields, simple as that; and you have the skills to prove it:
- Your Unarmed Strikes now count as Martial Melee Weapons
- While not wielding weapons or a shield, your Unarmed Strikes deal 1d8 + you strength modifier bludgeoning damage. This damage increases to 1d10 at 7th level and 1d12 at 14th level.
- As long as you make an Unarmed Strike attack on your turn, you can make an Unarmed Strike as a bonus action
- Your hit point maximum increases by an amount equal to your level when you select this subclass and increases by an additional 1 hit point per level
- Your speed Increases by 10 feet
Guard Up
3rd-level feature
When the dukes come up, you feel like nothing can touch you. When not wearing any armor or wielding a shield, your AC is 10 + your Dexterity modifier + your Constitution Modifier.
Striker
3rd-level feature
You're a fighter, no stranger to the scrap. When the fists fly, you know better than most that fighter without tricks, is one who ends up in the ground. You have a pool of Stamina and Endurance that you draw from during a fight, known as Strike points. You have a number of these Strike points equal to Twice your Proficiency bonus.
Any given move costs at least 1 Strike point. You cannot use a move if you don't have the appropriate amount of Strike points to perform it. You regain all expended Strike points when you finish a short or long rest. Additionally, you can regain Strike points in the following ways:
- When you reduce a creature to 0 hitpoints, knock it unconscious, or kill it outright, you regain one Strike point
- When using your second wind feature, you regain 2 Strike points
- When you score a Critical Hit against a creature, you regain 3 Strike points
- When you go below half HP, you regain 4 Strike Points
Techniques: You learn three techniques of your choice. These moves can enhance attacks or inflict conditions on the target. These techniques coincide with your attack actions, however you can only use one technique per attack. These techniques use your attack action unless stated otherwise. You learn two additional techniques of your choice at 7th, 10th, and 15th level. Whenever you finish a Long rest, you can swap a technique you know for one available from the selection
Saving Throws: Some techniques equire the target to make a saving throw to resist the effects
Technique Save DC: 8 + your Proficiency bonus + your Strength modifier
- Jab: When making an Unarmed strike, you can spend 1 Strike point to throw a quick and straight punch to disrupt your opponent and keep them on their toes, if it connects, you have advantage against the next attack roll you make during your turn.
- Elbow Strike: When making an Unarmed Strike, you can spend 1 Strike point to launch an elbow at your target. If the attack hits, the Unarmed Strike deals maximum damage.
- Uppercut: When making an Unarmed Strike, you can spend 3 Strike points to launch an upward strike that devastates your opponents. If the attack connects roll two additional damage die for your Unarmed Strike and add it to the total.
- Liver Shot: When making an Unarmed Strike, you can spend 4 Strike points to ram your fist straight into the side of the target. If this attack hits, you roll and additional one additional damage die of your Unarmed Strike and add it to the total. For this attack, the damage dice become exploding dice (which allow you to roll damage again if you roll maximum damage). The target must also succeed a WIS saving throw equal to your Technique DC or have disadvantage on all attack rolls and saving throws until the end of their next turn due to the intense pain. Undead and Constructs automatically succeed the saving throw.
- Headbutt: When making Unarmed Strike, you can spend 2 Strike points to slam into the target's face with your skull. If the attack hits, roll normal damage, and the target must succed a WIS saving throw equal to your Technique DC or become stunned until the end of your next turn.
- Drop-Kick: When making and Unarmed Strike, you can spend 3 Strike points to launch yourself towards the target with both legs outstretced for a powerful kick. This attack deals damage equal to two rolls of your Unarmed Strike Damage die. The target must succeed a STR saving throw equal to your Technique DC. On a failure, you can push them back up to 15 feet and knock them prone. Creatures with a size category above Large automatically succeed the saving throw.
- Sleeper hold: As a bonus action, you can spend 2 Strike points to attempt a special grapple check against the target (Contested athletics). If you succeed, they are grappled, and you place them in a chokehold designed to cut off blood flow to their brain. While in this grapple, the target cannot speak or make any verbal noises. After a number of rounds equal to the targets CON modifier, the target is knocked unconscious and remains unconscious for 1 minute unless the target takes damage or someone uses an action to awaken them. Creatures that don't need to Breathe are unaffected by the Sleeper hold
- Discombobulate: When making an Unarmed Strike, you can spend 1 Strike point to slam open hands against the ears of your target. This attack deals normal damage on a hit, and the target must succeed a WIS saving throw equal to your Technique DC or become deafened and have its speed halved until the end of your next turn. Creatures that don't have ears automatically succeed this saving throw.
- Gouge: When making an Unarmed Strike, you can spend 1 Strike point to send your fingers right into the eyes of your target. On a hit, the attack deals normal damage and the target must succeed a WIS saving throw equal to your Technique DC or become blinded until the end of your next turn. Creatures that don't have eyes or are naturally blind automatically succeed the saving throw
- Spear Hand Strike: When making an Unarmed Strike, you can spend 2 Strike points to strike at your targets throat. On a hit, the attack deals normal damage, and the the target must succeed a WIS saving throw equal to your Technique DC or become silenced until the end of your next turn. This means that the target cannot speak or vocalize, rendering them unable to perform the verbal components of spells
- Block: When you are hit with an attack roll, you can use a reaction to spend 1 Strike point in order to bring your Guard up. Make an Unarmed Strike attack roll against the opposing attack roll. If your attack roll meets or beats the attackers roll, you take half damage from the attack. If your roll is a crit, you instead take no damage.
- Counter: When an attacker misses you with an attack roll, you can use your reaction to spend 2 Strike points to immediately make a counterattack against your attacker. You can use one additional Technique for this attack without expending a Strike point, but the cost of that Technique can be no higher than the cost of Counter.
Heavy Handed
7th-level feature
No one hits harder than you, and if they say that they do? Well let's just say you'll pay them a visit. You gain the following benefits:
- Your Unarmed Strikes count as Magical for the purpose of overcoming Resistances and Immunities to non-magical attacks
- Your Unarmed Attacks deal Double damage to Objects (Excluding creatures under the creature type: Construct)
- You gain the Powerful Build Feature. If you already have this feature, it now upgrades, increasing the size you count as, one additional time.
- Your Unarmed Strikes now have the heavy property and can be used in conjunction with Feats such as Great Weapon Master. Despite having the heavy property this does not impede your ability to wield them regardless of size.
I Ain't Hear No Bell
10th-level feature
You don't go down easy. If someone wants to take you out of the fight, they got to earn it. If you are brought to 0hp but not killed outright, you can immediately use your reaction to spend and roll a number of your Hit Dice equal to your Constitution Modifier (minimum of 1) and immediately heal hp equal to the amount rolled while preventing yourself from falling unconscious. Once you use this Ability, You cannot use it again until you finish a Long rest.
Adrenaline Rush
15th-level feature
You've been on the ropes before, it's never pretty. But at your most desperate, you're at your most dangerous. As a bonus action, you can force Adrenaline through your veins by sheet force of will, enhancing your abilities. For the next minute, you gain the following benefits:
- You gain one free use of Action Surge while this ability is active
- You become immune to the Charmed and Frightened conditions
- You gain advantage on all Strength and Dexterity checks as well as saving throws
- Your speed is doubled
- You add your Proficiency to your AC
- You add your Strength modifier a second time when determining damage for your Unarmed Strikes
Once you use this Ability you cannot use it again until you either finish a Long rest or give yourself a point of Exhaustion to use it again.
Peak Physique
18th-level Feature
You've reached the pinacle of what the humanoid form can be. As a result you gain the following benefits:
- Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24
- Your speed increased by an additional 10 feet
- You gain a Climbing and Swimming speed equal to your Walkspeed
- You only require half as much food or sleep to maintain yourself
- Whenever you roll an Athletics check, you may treat any roll of 9 or lower as a 10
Unarmed Expert
Don't need swords, Don't need shields, simple as that; and you have the skills to prove it:
- Your Unarmed Strikes now count as Martial Melee Weapons
- While not wielding weapons or a shield, your Unarmed Strikes deal 1d8 + you strength modifier bludgeoning damage. This damage increases to 1d10 at 7th level and 1d12 at 14th level.
- As long as you make an Unarmed Strike attack on your turn, you can make an Unarmed Strike as a bonus action
- Your hit point maximum increases by an amount equal to your level when you select this subclass and increases by an additional 1 hit point per level
- Your speed Increases by 10 feet
Guard Up
When the dukes come up, you feel like nothing can touch you. When not wearing any armor or wielding a shield, your AC is 10 + your Dexterity modifier + your Constitution Modifier.
Striker
You're a fighter, no stranger to the scrap. When the fists fly, you know better than most that fighter without tricks, is one who ends up in the ground. You have a pool of Stamina and Endurance that you draw from during a fight, known as Strike points. You have a number of these Strike points equal to Twice your Proficiency bonus.
Any given move costs at least 1 Strike point. You cannot use a move if you don't have the appropriate amount of Strike points to perform it. You regain all expended Strike points when you finish a short or long rest. Additionally, you can regain Strike points in the following ways:
- When you reduce a creature to 0 hitpoints, knock it unconscious, or kill it outright, you regain one Strike point
- When using your second wind feature, you regain 2 Strike points
- When you score a Critical Hit against a creature, you regain 3 Strike points
- When you go below half HP, you regain 4 Strike Points
Techniques: You learn three techniques of your choice. These moves can enhance attacks or inflict conditions on the target. These techniques coincide with your attack actions, however you can only use one technique per attack. These techniques use your attack action unless stated otherwise. You learn two additional techniques of your choice at 7th, 10th, and 15th level. Whenever you finish a Long rest, you can swap a technique you know for one available from the selection
Saving Throws: Some techniques equire the target to make a saving throw to resist the effects
Technique Save DC: 8 + your Proficiency bonus + your Strength modifier
- Jab: When making an Unarmed strike, you can spend 1 Strike point to throw a quick and straight punch to disrupt your opponent and keep them on their toes, if it connects, you have advantage against the next attack roll you make during your turn.
- Elbow Strike: When making an Unarmed Strike, you can spend 1 Strike point to launch an elbow at your target. If the attack hits, the Unarmed Strike deals maximum damage.
- Uppercut: When making an Unarmed Strike, you can spend 3 Strike points to launch an upward strike that devastates your opponents. If the attack connects roll two additional damage die for your Unarmed Strike and add it to the total
- Liver Shot: When making an Unarmed Strike, you can spend 4 Strike points to ram your fist straight into the side of the target. If this attack hits, you roll one additional damage die of your Unarmed Strike and add it to the total. For this attack, the damage dice become exploding dice (which allow you to roll damage again if you roll maximum damage). The target must also succeed a WIS saving throw equal to your Technique DC or have disadvantage on all attack rolls and saving throws until the end of your next turn due to the intense pain. Undead and Constructs automatically succeed the saving throw
- Headbutt: When making Unarmed Strike, you can spend 2 Strike points to slam into the target's face with your skull. If the attack hits, roll normal damage, and the target must succed a WIS saving throw equal to your Technique DC or become stunned until the end of your next turn
- Drop-Kick: When making and Unarmed Strike, you can spend 3 Strike points to launch yourself towards the target with both legs outstretced for a powerful kick. This attack deals damage equal to two rolls of your Unarmed Strike Damage die. The target must succeed a STR saving throw equal to your Technique DC. On a failure, you can push them back up to 15 feet and knock them prone. Creatures with a size category above Large automatically succeed the saving throw.
- Sleeper hold: As a bonus action, you can spend 2 Strike points to attempt a special grapple check against the target (Contested athletics). If you succeed, they are grappled, and you place them in a chokehold designed to cut off blood flow to their brain. While in this grapple, the target cannot speak or make any verbal noises. After a number of rounds equal to the targets CON modifier, the target is knocked unconscious and remains unconscious for 1 minute unless the target takes damage or someone uses an action to awaken them. Creatures that don't need to Breathe are unaffected by the Sleeper hold
- Discombobulate: When making an Unarmed Strike, you can spend 1 Strike point to slam open hands against the ears of your target. This attack deals normal damage on a hit, and the target must succeed a WIS saving throw equal to your Technique DC or become deafened and have its speed halved until the end of your next turn. Creatures that don't have ears automatically succeed this saving throw
- Gouge: When making an Unarmed Strike, you can spend 1 Strike point to send your fingers right into the eyes of your target. On a hit, the attack deals normal damage and the target must succeed a WIS saving throw equal to your Technique DC or become blinded until the end of your next turn. Creatures that don't have eyes or are naturally blind automatically succeed the saving throw
- Spear Hand Strike: When making an Unarmed Strike, you can spend 2 Strike points to strike at your targets throat. On a hit, the attack deals normal damage, and the the target must succeed a WIS saving throw equal to your Technique DC or become silenced until the end of your next turn. This means that the target cannot speak or vocalize, rendering them unable to perform the verbal components of spells
- Block: When you are hit with an attack roll, you can use a reaction to spend 1 Strike point in order to bring your Guard up. Make an Unarmed Strike attack roll against the opposing attack roll. If your attack roll meets or beats the attackers roll, you take half damage from the attack. If your roll is a crit, you instead take no damage.
- Counter: When an attacker misses you with an attack roll, you can use your reaction to spend 2 Strike points to immediately make a counterattack against your attacker. You can use one additional Technique for this attack without expending a Strike point, but the cost of that Technique can be no higher than the cost of Counter.
Block
When you are hit with an attack roll, you can use a reaction to spend 1 Strike point in order to bring your Guard up. Make an Unarmed Strike attack roll against the opposing attack roll. If your attack roll meets or beats the attackers roll, you take half damage from the attack. If your roll is a crit, you instead take no damage.
Counter
When an attacker misses you with an attack roll, you can use your reaction to spend 2 Strike points to immediately make a counterattack against your attacker. You can use one additional Technique for this attack without expending a Strike point, but the cost of that Technique can be no higher than the cost of Counter.
Discombobulate
When making an Unarmed Strike, you can spend 1 Strike point to slam open hands against the ears of your target. This attack deals normal damage on a hit, and the target must succeed a WIS saving throw equal to your Technique DC or become deafened and have its speed halved until the end of your next turn. Creatures that don't have ears automatically succeed this saving throw
Drop-Kick
When making and Unarmed Strike, you can spend 3 Strike points to launch yourself towards the target with both legs outstretced for a powerful kick. This attack deals damage equal to two rolls of your Unarmed Strike Damage die. The target must succeed a STR saving throw equal to your Technique DC. On a failure, you can push them back up to 15 feet and knock them prone. Creatures with a size category above Large automatically succeed the saving throw.
Elbow Strike
When making an Unarmed Strike, you can spend 1 Strike point to launch an elbow at your target. If the attack hits, the Unarmed Strike deals maximum damage.
Gouge
When making an Unarmed Strike, you can spend 1 Strike point to send your fingers right into the eyes of your target. On a hit, the attack deals normal damage and the target must succeed a WIS saving throw equal to your Technique DC or become blinded until the end of your next turn. Creatures that don't have eyes or are naturally blind automatically succeed the saving throw
Headbutt
When making Unarmed Strike, you can spend 2 Strike points to slam into the target's face with your skull. If the attack hits, roll normal damage, and the target must succed a WIS saving throw equal to your Technique DC or become stunned until the end of your next turn
Jab
When making an Unarmed strike, you can spend 1 Strike point to throw a quick and straight punch to disrupt your opponent and keep them on their toes, if it connects, you have advantage against the next attack roll you make during your turn.
Liver Shot
When making an Unarmed Strike, you can spend 4 Strike points to ram your fist straight into the side of the target. If this attack hits, you roll one additional damage die of your Unarmed Strike and add it to the total. For this attack, the damage dice become exploding dice (which allow you to roll damage again if you roll maximum damage). The target must also succeed a WIS saving throw equal to your Technique DC or have disadvantage on all attack rolls and saving throws until the end of their next turn due to the intense pain. Undead and Constructs automatically succeed the saving throw
Sleeper Hold
As a bonus action, you can spend 2 Strike points to attempt a special grapple check against the target (Contested athletics). If you succeed, they are grappled, and you place them in a chokehold designed to cut off blood flow to their brain. While in this grapple, the target cannot speak or make any verbal noises. After a number of rounds equal to the targets CON modifier, the target is knocked unconscious and remains unconscious for 1 minute unless the target takes damage or someone uses an action to awaken them. Creatures that don't need to Breathe are unaffected by the Sleeper hold
Spear Hand Strike
When making an Unarmed Strike, you can spend 2 Strike points to strike at your targets throat. On a hit, the attack deals normal damage, and the the target must succeed a WIS saving throw equal to your Technique DC or become silenced until the end of your next turn. This means that the target cannot speak or vocalize, rendering them unable to perform the verbal components of spells
Uppercut
When making an Unarmed Strike, you can spend 3 Strike points to launch an upward strike that devastates your opponents. If the attack connects roll two additional damage die for your Unarmed Strike and add it to the total
Heavy Handed
No one hits harder than you, and if they say that they do? Well let's just say you'll pay them a visit. You gain the following benefits:
- Your Unarmed Strikes count as Magical for the purpose of overcoming Resistances and Immunities to non-magical attacks
- Your Unarmed Attacks deal Double damage to Objects (Excluding creatures under the creature type: Construct)
- You gain the Powerful Build Feature. If you already have this feature, it now upgrades, increasing the size you count as, one additional time.
- Your Unarmed Strikes now have the heavy property and can be used in conjunction with Feats such as Great Weapon Master. Despite having the heavy property this does not impede your ability to wield them regardless of size.
I Ain't Hear No Bell
You don't go down easy. If someone wants to take you out of the fight, they got to earn it. If you are brought to 0hp but not killed outright, you can immediately use your reaction to spend and roll a number of your Hit Dice equal to your Constitution Modifier (minimum of 1) and immediately heal hp equal to the amount rolled while preventing yourself from falling unconscious. Once you use this Ability, You cannot use it again until you finish a Long rest.
Adrenaline Rush
You've been on the ropes before, it's never pretty. But at your most desperate, you're at your most dangerous. As a bonus action, you can force Adrenaline through your veins by sheet force of will, enhancing your abilities. For the next minute, you gain the following benefits:
- You gain one free use of Action Surge while this ability is active
- You become immune to the Charmed and Frightened conditions
- You gain advantage on all Strength and Dexterity checks as well as saving throws
- Your speed is doubled
- You add your Proficiency to your AC
- You add your Strength modifier a second time when determining damage for your Unarmed Strikes
Once you use this Ability you cannot use it again until you either finish a Long rest or give yourself a point of Exhaustion to use it again.
Peak Physique
You've reached the pinacle of what the humanoid form can be. As a result you gain the following benefits:
- Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24
- Your speed increased by an additional 10 feet
- You gain a Climbing and Swimming speed equal to your Walkspeed
- You only require half as much food or sleep to maintain yourself
- Whenever you roll an Athletics check, you may treat any roll of 9 or lower as a 10
Comments