Base Class: Fighter
Spirituality is good and all, but it doesn't help you find bread in a ghetto. Pugilists know this. When making tough coin, nobody's got time to practice fancy writing. Pugilists know this. Going up against a big ol' half-orc bare chested is just plain stupid. Pugilists know this as well. Pugilists find monks to be either bold, stupid, or both; a sentiment that's most likely thrown right back by those monks. Pugilists may specialize in hand to hand, but they don't see the point behind perfecting their 'inner self' and how they are 'one with the universe' or whatever. They have callused, hard hands with which they can pummel a deserving fool. With very loose definitions of 'deserving' and 'fool'. Pugilists survive the cruel streets of many cityscapes. Whether they're a thug or a local hero, those who wish to spill a pugilist's blood will find their own painting the floor before too long. Pugilists fight to win, which means brain damage is common to those who have foolishly underestimated these street fighters.
Hard Hands
When you choose this archetype at 3rd level, you become proficient with unarmed attacks. Your unarmed attacks also now do 1d6 plus strength bludgeoning.
At 10th level, the damage upgrades to 1d8 plus strength bludgeoning.
Backhand
At 3rd level when you use unarmed attack(s) as an action, you can use a bonus action to make another unarmed attack that deals 1d4 plus strength bludgeoning.
Weather the Storm
At 7th level when you have at least one empty hand, you can use dodge as a bonus action.
In addition, the Second Wind feature is now upgraded to 2d10 plus fighter level. It can also be used twice per short or long rest, instead of once.
Damned Puncher
At 10th level, your multiple concussions has knocked the fear out of you. You are now immune to the frightened effect.
Your concussions have also made you irritable, giving you 10ft. of extra movement speed.
Hard Hands
At 10th level, your unarmed attacks now do 1d8 plus strength bludgeoning (Backhand is not improved by this).
Your unarmed attacks now count as magical for the purpose of overcoming resistance.
Masterful K.O.
Starting at 15th level, your unarmed attacks attacks now render a medium or smaller creature unconscious for 1d4 hours if you decrease their hit points below 15. The victim does not make death saving throws if they are not knocked fully to 0 hit points. The victim can be awoken however by taking damage or receiving healing.
A creature becomes immune to this for 24 hours if awoken.
Still Standing
At 18th level, you've become used to the pain. You are now resistant to bludgeoning, piercing, and slashing weapons.
In addition, after you take a long rest, you can chose another type of damage to become resistant to until the end of your next long rest when that resistance is replaced by another one of your choosing.
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