Fighter
Base Class: Fighter

When we are born into this world, the first thing we see are the hands that reach the sky. Fingers bound by knuckles that can clench. The ability to grab the things we love, and punch the daylights out of anything in our way. This class is a focus on unarmed fighting, allowing fighters to never feel naked, throwing out heavy swings, bob and weaving around enemies, and going all out to deal extreme damage to foes!

Unarmed Fighting

You gain the Unarmed Fighting Style. If you already have this fighting style, you may choose another from the list of Fighter Fighting Styles.

1, 2 Punch

As a bonus action, you may make an unarmed attack.

Bob and Weave

You may take the Dodge action as a bonus action.

7th Level: Empowered Strikes

Your unarmed attacks count as magical for the purpose of overcoming resistances.

7th Level: All Or Nothing

Once per turn, before taking the Attack action, you may choose to go all out. If you do, all unarmed attacks until the end of turn are made at disadvantage. If you land an unarmed strike, it automatically counts as a critical hit. Once your turn ends, your total AC is reduced by 3 until the start of your next turn.

10th Level: Devastating Blows

Unarmed attacks now deal 2d6+STR bludgeoning damage or 2d8+STR bludgeoning (if holding no weapons or a shield).

In addition your critical strikes have a chance to completely stagger enemies. Whenever you land a critical hit, the enemy must succeed a Constitution Saving throw against a DC equal to 8 + proficiency bonus + your strength modifier. If they fail, they are stunned until the start of their next turn.

15th Level: Crater Fist

When you land a critical hit, the very earth beneath you caves in. Each creature that is Large or smaller in a 15ft sphere around you must succeed a dexterity saving throw against a DC equal to 8 + proficiency bonus + your strength modifier. If they fail they are knocked prone. In addition, the ground within this 15ft sphere becomes difficult terrain. 

18th Level: Go For The Knock Out

If an enemy is bloodied, you deal an additional 2d12 force damage. In addition, if you use your 1, 2 Punch feature against a bloodied enemy, you now make four unarmed attacks. 

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