Base Class: Fighter
Street Fighters are pragmatists born from harsh environments where rules do not exist and survival is the only victory condition. They do not fight for glory or king; they fight to stand another day. Relying on grit, environmental awareness, and underhanded tactics, they turn ordinary surroundings into lethal arsenals and transform their own bodies into unbreakable weapons.
Level 3: Back-Alley Brawler
You master the art of fighting with whatever is at hand.
- Unarmed Mastery: Your unarmed strikes deal Bludgeoning damage equal to 1d6 + your Strength modifier. This increases to 1d8 at level 10, and 1d10 at level 18.
- Improvised Arsenal: You are proficient with improvised weapons. When you use one, it deals 1d6 damage + your Strength modifier. (Bludgeoning, Piercing, or Slashing, depending on the object).
- Weapon Properties: Your unarmed strikes and improvised weapons count as having the Light property. When you take the Attack action, you can use a bonus action to make an additional attack with them.
Level 3: Dirty Tricks
You don't care about honor, only winning. You learn two Tactics from the list below. You can use a Tactic a number of times equal to your Proficiency Bonus, and regain all uses on a Short or Long Rest.
Low Blow
When you hit a creature with an unarmed strike or improvised weapon, you can force them to make a Constitution saving throw (DC = 8 + your Proficiency Bonus + your Strength or Dexterity modifier). On a failure, they have the Stunned condition until the start of your next turn.
Pocket Sand
When a creature within 10 feet targets you with an attack, you can use your Reaction to force them to make a CON saving throw (DC = 8 + your Proficiency Bonus + your Strength or Dexterity modifier). On a failure, they have the Blinded condition until the end of their current turn.
Sucker Punch
If you have Advantage on an attack roll with an unarmed strike or improvised weapon and hit, you deal an extra 2d6 damage of the weapon's type.
Hardened Exterior
Life on the streets has made you incredibly resilient.
- Street Smart: You gain proficiency in Deception, Insight or Intimidation. If you already have both, choose Sleight of Hand or Stealth.
- Iron Jaw: When you take Bludgeoning, Piercing, or Slashing damage, you can use your Reaction to reduce the damage by an amount equal to your Fighter level + your Constitution modifier.
Street Smart - Deception, Insight or Intimidation
- Street Smart: You gain proficiency in Deception, Insight or Intimidation. If you already have both, choose Sleight of Hand or Stealth.
Street Smart - Sleight of Hand or Stealth
- Street Smart: You gain proficiency in Deception, Insight or Intimidation. If you already have both, choose Sleight of Hand or Stealth.
Level 10: Weapon Mastery Integration
Your unconventional style fully adapts to the Weapon Mastery system.
- You can choose Unarmed Strikes and Improvised Weapons as choices for your Weapon Mastery feature.
- You can assign the Sap, Slow, or Topple masteries to your unarmed strikes or improvised weapons. You can change these choices whenever you finish a Long Rest.
Environmental Dominance
You turn the battlefield itself into a weapon.
- Your improvised weapons can now be up to Large size (such as a heavy tavern table or a wooden wagon wheel).
- Large improvised weapons deal 2d8 damage, have a reach of 10 feet, and automatically apply the Push mastery property on a hit, moving the target up to 10 feet away.
- Your unarmed strikes and improvised weapons now count as Magical for the purpose of overcoming resistances.
Level 18: King of the Concrete Jungle
You are an unstoppable force in close-quarters combat.
- You learn the remaining option from your Dirty Tricks feature.
- Your total number of Tactic uses per rest doubles.
- When you score a critical hit with an unarmed strike or improvised weapon, the target is automatically knocked Prone and cannot stand up until the end of its next turn.
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