Fighter
Base Class: Fighter

These Fighters have turned their body into their most powerful weapon and valuable asset. They're hard to move and can easily catch an enemy off guard due to their independence from weaponry. Pugilists are prepared for anything as long as they're hands are attached.

patch notes:

nerfed punch drunk 

added blocking to further incentivize fighting completely unarmed

Practiced Puncher

Beginning when you choose this archetype at 3rd level, you can add your proficiency bonus to unarmed attack rolls. Additionally the feat. "Great Weapon Master" applies to your unarmed attacks.

Punch Drunk

Beginning at 3rd level, every time you hit an enemy with an unarmed attack, you can add 1 damage to every unarmed attack after it. This caps at a number equal to your Fighter level. This effect ends and resets whenever you leave the turn order, whenever you get healed, and whenever you take damage.

for an example of how it works follow this guide.

1      2      3      4       5     total punches

+1   +2    +3    +4    +5    additional damage.

Blocking

starting at 3rd level, you've been trained in the art of catching blows, whenever you aren't holding anything in your hands you can further add half your dex mod rounded down to your armor class, even while wearing heavy armor.

Multi-planar Hands

Starting at 7th level, your unarmed attacks count as magical attacks. You can also perform an extra attack as part of an attack action, this stacks with other extra attacks, but does not apply when you are wielding any melee weapon.

Steel Knuckles

At 10th level, your unarmed attacks deal 10 times more damage to non-autonomous structures. You can use this feature to easily break down any door, open any chest,  or break any traps.

Liver Strike

Starting at 15th level, your unarmed attacks score a critical hit on a roll of 18–20, and unarmed crits do triple damage and knock the target prone.

Swan Song

At 18th level, you learn to fight through the pain of death itself. Once per long rest when you fall to 0 hp you enter a berserker state, until the end of your next turn you gain the following effects. Immunity from all damage types, double damage from all attacks (this doubles the benefit from Punch Drunk as well), double walking speed, but you can not move away from any enemy. At the end of your turn you drop unconscious as normal. You can also choose to end this effect on yourself to go down earlier. This also negates any potential 1 hit kills.

Previous Versions

Name Date Modified Views Adds Version Actions
4/4/2021 4:17:41 PM
3
1
5e
Coming Soon

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