Base Class: Fighter
You are a brawler, a bruiser, your body is the only thing you need in a fight. Weapons are not your forte, instead you wrap your hands tightly in canvas straps to protect your small bones and you; punch, kick, headbutt, elbow and knee your opponents into submission.
Unarmoured Defence
At 3rd level, when you take this archetype, while you are wearing no armor and not wielding a shield, or holding a weapon, your AC equals 10 + your Dexterity modifier + your Constitution modifier.
Pugilist
At 3rd level, your unarmed strikes deal (minimum) 1d4 plus strength modifier damage.
You have additional weapon mastery options available for you to choose as part of your Fighter Weapon Mastery feature (which function as normal weapon masteries for you as long as you are not holding any weapons or shields and are using Strength to make the attack):
- Hand strikes count as a light melee weapon that has the nick property.
- Foot strikes count as a heavy melee weapon that has the Push Property.
- Elbow and Knee strikes count as a melee weapon that has the Vex property.
- Shin strikes count as a melee weapon that has the topple property.
- Headbutts count as a melee weapon that has the Sap property.
Scarred
At 7th level, with your experience of taking damage and patching yourself up, you gain proficiency in Medicine. If you already have medicine, you gain expertise in it.
Fists of Fury
At 7th level, You can empower your unarmed strikes to cut through even the toughest defences. As a part of the attack action when making an unarmed strike, you can activate your Fists of Fury feature. While active, whenever you hit with your unarmed strike, you can cause it to deal force damage rather than its normal damage type. This feature lasts 1 minute, unless you end it early (no action required). You can use this feature once per long rest, unless you expend a use of your second wind feature (no action required) to gain an additional use.
Haymaker
At 10th level, Once per turn, before you make an unarmed attack, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage. You can use this feature a number of times equal to your Strength modifier. All uses reset on a Long Rest.
Knock-Out
At 10th level, When you score a critical hit with an unarmed strike against a target who is bloodied, the target must make a CON saving throw (DC = 8 + your proficiency bonus + your strength modifier) on a failed save the target has the unconscious condition until the end of your next turn. On a successful save, your attack deals additional damage equal to your strength modifier, and has their speed reduced by half. You can use this feature once per long rest unless you expend a use of your indomitable (no action required) to gain another use.
On receipt of any healing, the target regains consciousness.
Toughness
At 15th level, you are physically conditioned to being hit and taking damage, as a result you have a quick recovery ability and you achieve a short rest in 45 minutes, and a long rest in 6 hours (4.5 hours sleep, 1.5 hours light activity). Additionally, your second wind healing is 2d10 plus your fighter level.
Improved Critical
At 15th level, Your unarmed strike attacks score a critical hit on a roll of 19–20
Survivor
At 18th level, you attain the pinnacle of resilience in a fight. If you are bloodied, at the start of each of your turns you regain hit points equal to 5 + your Constitution modifier. You don’t gain this benefit if you have 0 hit points.
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