Base Class: Fighter
A hand to hand mixed martial artist.
Mixed Martial Arts
You have endurance and strength training that allows you to use techniques into battle. This is represented by your Stamina dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various techniques you have, which are detailed below. You may choose three techniques at level 3 and two at level 7. You may only use one technique per turn.
When you reach certain levels in this class, the size of your Stamina dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).
You can use only one maneuver per attack.
You learn an additional maneuvers of your choice at 7th and 10th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
1. Body Slam: While grappling a creature, you can use an action to expend 1 stamina die to try to slam them. As part of this action you make an unarmed melee attack. On hit, you add the stamina die to the damage roll, and if the target is Large or smaller, it must make a Strength saving throw being pushed back 5 feet away on a failure.
2. One, Two Combo: When you take the Attack action during your turn you can expend 1 stamina die to use a bonus action to perform an additional melee attack adding the stamina die to the damage roll.
3.Submission: While grappling a creature, you can use an action to expend 1 stamina die to make the hold painful. As part of this action you make an unarmed melee attack. On hit, you add the stamina die to the damage roll.
4. Haymaker: You hit with an unarmed melee attack you can expend one stamina die to add the result to the damage roll.
5. Counter: When a creature misses you with a melee attack, you can use your reaction and expend one stamina die to make a melee weapon attack against the creature, adding the stamina die to the attack roll.
6. Flying Attack: When you use the Dash Action on your turn and move at least 20 feet towards an enemy, you can use a bonus action to expend 1 stamina dice to make one melee attack against that creature. On a hit add the stamina dice to the damage roll.
7. Pummeling: You can use an action to expend 1 stamina die to make a melee attack on a creature within 5 feet of you. On a hit, that creature must make a Strength saving throw or be knocked prone.
8. Quick Reversal: When a creature moves out of your range provoking an Attack of Opportunity you can use your reaction to expend 1 stamina dice to make a Grapple attempt adding the stamina dice to your check. On a success the creature’s speed becomes 0 until the end of turn.
9. Guard Pass: When you make a melee attack, grapple attempt or shove attempt you can expend a stamina die to add the result to the roll.
10.Sprawl: When a creature you can see hits you with a melee attack that causes you to make a Dexterity, Strength or Constitution saving throw you can use your reaction to expend 1 stamina die adding half the roll rounded down to the save.
11. Brace: When a creature you can see targets you with an attack you can use your reaction to expend 1 stamina die adding the half the roll rounded down to your AC until the end of the turn.
12. Throw: While you're grappling a creature, you can use an action to expend 1 stamina die to throw them. As part of this action you make an unarmed attack adding the stamina dice to the attack roll. On a hit if the target is Large or smaller it must make a Strength saving throw. On a failed save, you can choose to have you and the target switch locations and have the target be pushed 10 ft away from you. Otherwise the target is pushed back 15ft away from you.
One, Two combo
When you take the Attack action during your turn you can expend 1 stamina die to use a bonus action to perform an additional melee attack adding the stamina die to the damage roll.
Body Slam
Body Slam: While grappling a creature, you can use an action to expend 1 stamina die to try to slam them. As part of this action you make an unarmed melee attack. On hit, you add the stamina die to the damage roll, and if the target is Large or smaller, it must make a Strength saving throw being pushed back 5 feet away on a failure.
Brace
When a creature you can see targets you with an attack you can use your reaction to expend 1 stamina die adding the half the roll rounded down to your AC until the end of the turn.
Counter
When a creature misses you with a melee attack, you can use your reaction and expend one stamina die to make a melee weapon attack against the creature, adding the stamina die to the attack roll.
Flying Attack
When you use the Dash Action on your turn and move at least 20 feet towards an enemy, you can use a bonus action to expend 1 stamina dice to make one melee attack against that creature. On a hit add the stamina dice to the damage roll.
Guard Pass
When you make a melee attack, grapple attempt or shove attempt you can expend a stamina die to add the result to the roll.
Haymaker
You hit with an unarmed melee attack you can expend one stamina die to add the result to the damage roll.
Pummeling
You can use an action to expend 1 stamina die to make a melee attack on a creature within 5 feet of you. On a hit, that creature must make a Strength saving throw or be knocked prone.
Quick Reversal
When a creature moves out of your range provoking an Attack of Opportunity you can use your reaction to expend 1 stamina dice to make a Grapple attempt adding the stamina dice to your check. On a success the creature’s speed becomes 0 until the end of turn.
Sprawl
When a creature you can see hits you with a melee attack that causes you to make a Dexterity, Strength or Constitution saving throw you can use your reaction to expend 1 stamina die adding half the roll rounded down to the save.
Submission
While grappling a creature, you can use an action to expend 1 stamina die to make the hold painful. As part of this action you make an unarmed melee attack. On hit, you add the stamina die to the damage roll.
Throw
While you're grappling a creature, you can use an action to expend 1 stamina die to throw them. As part of this action you make an unarmed attack adding the stamina dice to the attack roll. On a hit if the target is Large or smaller it must make a Strength saving throw. On a failed save, you can choose to have you and the target switch locations and have the target be pushed 10 ft away from you. Otherwise the target is pushed back 15ft away from you.
Observational Awareness
Starting at 7th level, your intense focus allows you to keenly read body language. You gain proficiency in Intimidation or Insight. Whenever you make a Charisma (Intimidation) check, you gain a bonus to the check equal to your Strength modifier.
Observational Awareness - Insight
Your observation also causes you to gain proficiency in Insight.
Observational Awareness - Intimidation
Your observation also causes you to gain proficiency in Intimidation.
Improved Superior Techniques
Starting at the 10th level your intense training has bolstered your spirit. If you start your turn grappled or restrained you can use your action to expend a stamina die and end every effect on yourself subjecting you to those conditions. You can then use a bonus action to make a grapple attempt on a creature within 5 feet of you.
Heart of a Fighter
Starting at 15th level, your will to fight is strong whenever battle starts. Once per a long rest if you roll initiative and have no stamina points remaining, you regain one use of it.
Expert Combatant
All of your maneuvers that use Stamina Points deal use D12 instead of a D10.
By the 18th level you’ve mastered your techniques. When you expend a stamina die to use a technique you can expend an additional die to double the effect. Once you do this, you cannot do so again until after you've finished a long rest or expend an additional stamina die to do so.