Fighter
Base Class: Fighter

The path of the pugilist is one of incessant training aimed at mastering the traditional techniques of hand-to-hand combat. Though pugilists command formidable power when unarmed, they are wont to use metal, leather, and bone weaponry to maximize their destructive potential. Their preference for fighting at close quarters makes negotiating distances an absolute necessity. Many among them accomplish this by avoiding burdensome armor, allowing for maximum mobility while they move in for the kill.

Unarmored Defense

At 3rd level, While you are not wearing any armor and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.

Bare Knuckle Brawler

At 3rd level, your training has given you hardened knuckles that strengthened your unarmed strikes.

You gain the following benefits while you are unarmed  and you aren’t wielding a shield:  

  • You can roll a d6 in place of the normal damage of your unarmed strike
  • When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.

Rumbles

Rumbles

At 3rd level, You learn techniques that enhance an attack in some way.

Each use of a rumble must be declared before the attack roll is made. You can use only one rumble per attack.

Grit. You gain 1 grit point when you hit an attack that is not empowered by a rumble to a Maximum of 4, they last for 1 minute.

Saving Throws. Some of your rumbles require your targets to make a saving throw to resist the effects. The saving throw DC is calculated as follows:

Rumbles save DC = 8 + your proficiency bonus + your Strength modifier

Defensive Jab. 

You can make an attack and you can spend 1 grit point to add 1d6 to attack’s damage if hit the attack you take the Dodge action as a free action.

Gut Punch.

You can make an attack and spend 2 grit points to add 1d6 to attack’s damage. If you hit the attack, it can’t take reactions, and is its speed is reduct to half until the end of your next turn.

Uppercut.

You can make an attack and spend 3 grit points to add 1d6 to attack’s damage. If you hit the attack, it must make a Constitution saving throw. On a failed save, you knock the target prone and they are stunned until the end of there next turn.

Haymaker.

You can make an attack and spend 4 grit points to add 4d6 to attack’s damage. Each creature in a 15-foot cone behind the hit creature must make a Dexterity saving throw. A creature takes 4d6 damage on a failed save, or half as much damage on a successful one.

Shrug It Off

Beginning at 7th level, when you are dealt damage you can use your reaction to spend any number of grit points and roll that many d6 then reduce de damage by that amount.

Knuckle Sandwich

At 10th level, When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature. If you hit you can spend 2 grit points, they must make a Constitution saving throw. The spell is countered a failed save.

Show Stopper

Starting at 15th level, when you use an action surge you can spend 4 grit points to make all your attacks are Criticals until the end of the turn. 

Full Potential

At 18th level, your maximum grit becomes 6, and while at maximum grit points at the end of your turn (if you are conscious) you gain 2d6 + your Constitution modifier temporary hit points. And you gain a +4 bonus to damage rolls.

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