Fighter
Base Class: Fighter

You have spent years training your body and your technique to overpower your foes and break them. Taken from the training of Heracles and the titans before him you have made that power your own. 

Mighty Physique

When you take this subclass you have built your body to peak physical fitness. You count as one size category larger for the purposes of what you can grapple and shove as well as what you can push, pull and lift. When you are not using armor or wielding a shield your Armor Class is determined using 10 + your Constitution modifier + your proficiency bonus.

Palestra Techne

Techniques: You learn 5 techniques of your choice, which are detailed in the "Techniques" section below. Many techniques enhance an attack. You can only use one technique per attack. You learn 2 additional techniques at 7th level, 10th level, and 15th level. Each time you learn a new technique, you can replace an existing one with a different technique.

Superiority Dice: You have 4 superiority dice, which are d8's. A superiority dice is expended when you use it for a technique. You regain all expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.

Saving Throws: Some of your techniques require your target to make a savings throw to resist the effects of your techniques. The saving throw is calculated as follows:

Technique Save DC = 8 + your proficiency bonus + your strength modifier 

Block

When another creature damages you can use your reaction to expend a superiority die to reduce the damage dealt to you by the number rolled + your strength modifier.

Brawl

When you hit a creature with an unarmed strike, you can expend one superiority die and use your bonus action to attempt to grapple the creature you hit. You then add the number rolled on your superiority die to the attack's damage roll.

Break

You attempt to inflict great bodily injury to a grappled creature that is restrained or incapacitated. If it is restrained make another grapple check. If you succeed or if the creature is incapacitated, the creature takes bludgeoning damage equal to 5d6 + your strength modifier, and you choose one of the following effects. 

  • Its speed is halved
  • It takes -2 penalty to all attack rolls
  • It can't interact with one object or use a piece of the environment for free on each of its turns

The effect lasts until the creature receives magical or non magical healing, the creature (or someone aiding the creature) succeeds on a Wisdom (medicine) check against your Technique saving DC or finishes a long rest.

Choke

You attempt to knock a restrained creature unconscious. To do so make another grapple check. If you succeed you initiate the choke. You must succeed on an additional grapple check on the next two consecutive rounds to maintain the choke. If you are successful, the creature is rendered unconscious. 

Counter Strike

When a creature misses with an attack against you, you can use your reaction to expend one superiority die to make an unarmed strike against the creature. If you hit you then add the superiority die roll to the attack's damage roll.

Disarm

You attempt to disarm a grappled creature. To do so, make another grapple check. If you succeed, you force it to drop one object of your choice that it's holding. The object lands at its feet.

Distracting Strike

When you hit a creature with an unarmed strike, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die's roll to the attack damage roll. The next attack made by another creature on the target has advantage until the start of your next turn.

Evasive Footwork

When you move, you can expend one superiority die, rolling the die, and adding the number rolled to your AC until you stop moving. 

Feint

You can expend one superiority die and your bonus action to make a feint. Choosing one creature within 5 feet of you as your target. You then have advantage on your next attack against that creature. If you hit, you then add the superiority die roll to the attack's damage roll.

Goad

When you hit a creature with an unarmed strike, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die roll to the attack's damage roll and the target must make a Wisdom saving throw against your Technique saving DC. On a failure the target has disadvantage on all attack's not made against you until the start of your next turn.

Hold

You attempt to place a grappled creature in a restraining hold. To do so, make another grappled check. If you succeed, the creature is restrained until the grapple ends.

Lock

As an action you attempt to lock the limbs of a grappled creature. To do so, make another grapple check. If you succeed, the creature is incapacitated until the grapple ends or you release the lock (no action required) The creature can attempt a Strength savings throw at the beginning of each of their turns to end the lock.

Menace

When you hit a creature with an unarmed strike you can expend one superiority die to attempt the frighten the target. Add the superiority die roll to the attack's damage roll and the creature must make a Wisdom saving throw against your Technique DC. On a failed save the creature is frightened of you until the start of your next turn.

Pin

You attempt to Pin a creature grappled by you. To do so make another grapple check. If you succeed, you and the creature are both prone and restrained until the grapple ends.

Precise Strike

When you make an unarmed strike attack against a creature you can expend a superiority die to add to the roll. You may roll for the attack first before adding the superiority die, but before the results of the attack take place.

Push

When you hit a creature with an unarmed strike you can expend one superiority die to attempt to drive the target back.You add the superiority die roll to the attack's damage roll, and if the target is one size larger or smaller then you, it must make a strength saving throw against your Technique DC. On a failed save the creature is pushed back 15 feet away from you.

Reposition

When you hit a creature with an unarmed strike you can expend one superiority die to maneuver the creature to a more advantageous position. You add the superiority die roll to the attack's damage roll, and you choose a friendly creature that you can see. You move the grappled creature up to half your speed toward the friendly creature without incurring attacks of opportunity.

Slam

When you have a grappled creature restrained or incapacitated you can attempt to slam the creature into the ground with great force. If it is restrained make another grapple check. If you succeed or the creature is incapacitated, you knock the creature prone into an adjoining space of your choice, it takes 5d6 bludgeoning damage plus you strength modifier and the grapple ends. For every size category larger than you the target takes an additional 2d6 bludgeoning damage.

Throw

While you are grappling a creature you can attempt to throw the creature. To do so make another grapple check. If you succeed you throw the creature up to 5 x your strength modifier, it takes bludgeoning equal to 3d6 + your strength modifier, and the grapple ends. For every size category larger you are then the target, the range goes up by 5 before multiplying and the damage increases by 2d6. 

Trip Attack

When you hit a creature with an unarmed attack you can expend a superiority die to attempt to trip the target. You may add the superiority die to the damage roll and if the target is one size category smaller or larger than you, they must succeed on a strength saving throw against your Technique DC or fall prone.

Gygesmorphe

At 7th level you may use your action to adopt a form like that of the mighty Hecatoncheries, Gyges. While transforming your size increases to Large. Your damage die and technique die increase by one. You have advantage against creatures you are grappling. And you gain 2 additional arms. You do not however gain any more attacks from these arms. You can use these limbs to interact with objects and attempt to grabble another creature that is within reach. Your unarmed dice rolls and techniques are considered magical for over coming resistances and immunities. 

at 10th level your size increases to huge and you gain two additional arms. Your unarmed die and technique die also go up by two. This transformation lasts for 1 minute unless you end it early. This feature can be used a number of times equal to your strength modifier (minimum 1). You regain all expended uses when you finish a long rest.

Forged by Three

Beginning at 10th level your superiority dice increase to D10's.

Heart of Heracles

Starting at 15th level when you roll initiative and have no superiority die remaining, you regain 1 die.

Karteros Atlas

At 18th level you are blessed with the strength of Atlas. You strength score increases by 4. 

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