Base Class: Fighter
The Combatant focuses on the development of unarmed combat honed to unparalleled skill. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating unarmed blows.
Combatants come in a variety of ways and from a variety of paths but one thing is for sure, they are Fighters through and through. While like other Fighters they are capable with a plethora of weapons & armor they tend towards using their first to solve their problems. Nearly as skilled as a Monk in the martial combat and close to matching the fury of Barbarians all with the grit of a Fighter.
Art of the Nine Limbs
Upon choosing the Combatant archetype at 3rd level you have become accustomed to fighting with all nine of your limbs (fists, elbows, knees, legs & even headbutts), you gain the following benefits:
- Increase your Strength & Constitution score by 1, to a maximum of 20.
- When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.
- Your unarmed strike uses a d6 for damage. The damage increases to a d8 at 10th level and a d10 at 18th level.
- When you hit a creature with an unarmed strike on your turn, you can use a bonus action to attempt to grapple the target. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you. The damage increases to a d6 at 10th level and a d8 at 18th level.
Natural Brawler
At 3rd level you've strengthened your body empower your strikes. You gain the following benefits:
- On your turn, when you reduce a creature to 0 hit points with an unarmed attack, you can make one unamed attack as a bonus action.
- Before you make an unarmed melee attack, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
- Once per turn, when you hit a creature with an unarmed attack, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
Educated Hands
Starting at 7th level your pugilistic skills have grown granting you the following benefits:
- You gain a +1 bonus to AC while you are unarmed.
- You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
- You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Pound For Pound
Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.
In addition, your weapon attacks score a critical hit on a roll of 19 or 20. At level 15 this range increases to a roll of 18-20.
World Class Fighter
At 10th level you gain the following benefits:
Hammer Fists - Your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. When you hit a creature with these unarmed attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
Improved Brawler. Your unarmed strikes now deal 1d8 for damage, your grapple damage is now a d6. Now when you use the Attack action with an unarmed strike on your turn, you can make two unarmed strike as a bonus action.
Increased Superiority. You gain an additional superiority die. You learn two additional maneuvers of your choice from among those available to the Battle Master archetype in the fighter class.
Counter Fighter
By 10th level your skills in combat have sharpened your reflexes to an unparalleled degree.
When you take damage from a creature that is within 5 feet of you, you can use your reaction to make an unarmed attack against that creature. Additionally, when you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Tenacious Conditioning
Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain one superiority die.
Do This All Day
At 18th level, you have a no quit, never say die attitude. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points. You gain resistance to bludgeoning, piercing, slashing (nonmagical).
Bare-Knuckle Champ. Your unarmed strikes and grappling damage ignore resistance to bludgeoning.
Greater Superiority. Your superiority die is now d8. You learn two additional maneuvers of your choice from among those available to the Battle Master archetype in the fighter class.
Grand Brawler. Your unarmed strikes now deal 1d10 for damage, your grapple damage is now a d8. Now when you have a target grappled they are also restrained.
Previous Versions
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