As an Iron Fist you gain the following class features:
Hit Points
Hit Dice: 1d10 per Iron Fist level
Hit Points at 1 Level: 10 + Constitution modifier
Hit Points at Later Levels: 1d10 (or 6) + Constitution modifier per Iron Fist level after 1.
Proficiencies
Armor: Light Armor
Weapons: Improvised Weapons
Tools: None
Saving Throws: Strength and Constitution
Skills: Choose two from Athletics, Acrobatics, Intimidation, Performance, Perception, and Persuasion.
Powerful Punch
Beginning at 1 level, your fists do more damage than some weapons. Your unarmed strikes deal 1d6 bludgeoning damage, and this increases based on your level.
Unarmored Defense
At 1 level, you have learned how to use your brawn and toughness to deflect or dodge attacks. When not wearing armor or holding a shield, your AC equals 10 plus your Constitution and Strength modifiers.
Determination
At 2 level, you can use your sheer force of will and determination to do things other people would see as impossible. You gain 2 determination points and can use them to power abilities. This number of points increases as you level up.
Breaker Punch
Starting at 2 level, you can focus your sheer force of will into a single punch. You can spend up to a quarter of your level + half your strength in determination points on a single punch, giving it a +1 to attack and damage, and multiplying the damage by the number of determination points. This bonus increases at higher levels.
Offense is the Best Defense
At 3 level, you can accept punches to retaliate with your own punch or fuel your own determination. When an attack misses you, you can use your reaction, or a determination point to make it hit you for half damage. When you take this damage, you can either gain 2 determination points, or make a single unarmed attack.
Specialization
At 3 level, you choose a specialization to further hone your abilities. Choose between Elementalist and Face Breaker. The Specialization you choose grants you features at 3, 7, 10, 15, and 18 level.
Ability Score Increase
When you reach 4th Level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature, except for strength and constitution, which you can increase to 22.
Extra Attack
Beginning at 5 level, you can attack twice, instead of once, whenever you take the attack action. The number of attacks increases to 3 at 11 level and to four at 20 level.
Down, Not Out
Beginning at 6 level, your sheer willpower prevents you from stopping fighting. Instead of going unconscious, you can spend 1 + (2 x the number of times you’ve used this ability) to halve your movement speed and remove every action but attack and grapple. You stay at one hit point and gain temporary hit points equal to your level. If you manage to kill a formidable creature (up to your DM) then you return to a number of hit points equal to your constitution modifier.
If you have any ideas for further abilities or changes to the class, please comment!
Level
Proficiency Bonus
Features
Unarmed Attack
Determination
Breaker Punch
1
+2
Powerful Punch, Unarmed Defense
1d6
2
+2
Breaker Punch, Determination
1d6
2
+1
3
+2
Offense is the Best Defense, Specialization
1d6
4
+1
4
+2
Ability Score Increase
1d6
6
+1
5
+3
Extra Attack
1d6
8
+1
6
+3
Down, Not Out
1d6
10
+1
7
+3
1d8
12
+2
8
+3
Ability Score Increase
1d8
14
+2
9
+4
1d8
16
+2
10
+4
1d8
18
+2
11
+4
Extra Attack
1d8
20
+2
12
+4
Ability Score Increase
1d8
22
+2
13
+5
1d10
24
+3
14
+5
1d10
26
+3
15
+5
1d10
28
+3
16
+5
Ability Score Increase
1d10
30
+3
17
+6
1d10
32
+3
18
+6
1d10
34
+3
19
+6
Ability Score Increase
1d12
36
+4
20
+6
Extra Attack
1d12
38
+4
Class Features
As an Iron Fist you gain the following class features:
Hit Points
Hit Dice: 1d10 per Iron Fist level
Hit Points at 1 Level: 10 + Constitution modifier
Hit Points at Later Levels: 1d10 (or 6) + Constitution modifier per Iron Fist level after 1.
Proficiencies
Armor: Light Armor
Weapons: Improvised Weapons
Tools: None
Saving Throws: Strength and Constitution
Skills: Choose two from Athletics, Acrobatics, Intimidation, Performance, Perception, and Persuasion.
Powerful Punch
Beginning at 1 level, your fists do more damage than some weapons. Your unarmed strikes deal 1d6 bludgeoning damage, and this increases based on your level.
Unarmored Defense
At 1 level, you have learned how to use your brawn and toughness to deflect or dodge attacks. When not wearing armor or holding a shield, your AC equals 10 plus your Constitution and Strength modifiers.
Determination
At 2 level, you can use your sheer force of will and determination to do things other people would see as impossible. You gain 2 determination points and can use them to power abilities. This number of points increases as you level up.
Breaker Punch
Starting at 2 level, you can focus your sheer force of will into a single punch. You can spend up to a quarter of your level + half your strength in determination points on a single punch, giving it a +1 to attack and damage, and multiplying the damage by the number of determination points. This bonus increases at higher levels.
Offense is the Best Defense
At 3 level, you can accept punches to retaliate with your own punch or fuel your own determination. When an attack misses you, you can use your reaction, or a determination point to make it hit you for half damage. When you take this damage, you can either gain 2 determination points, or make a single unarmed attack.
Specialization
At 3 level, you choose a specialization to further hone your abilities. Choose between Elementalist and Face Breaker. The Specialization you choose grants you features at 3, 7, 10, 15, and 18 level.
Ability Score Increase
When you reach 4th Level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature, except for strength and constitution, which you can increase to 22.
Extra Attack
Beginning at 5 level, you can attack twice, instead of once, whenever you take the attack action. The number of attacks increases to 3 at 11 level and to four at 20 level.
Down, Not Out
Beginning at 6 level, your sheer willpower prevents you from stopping fighting. Instead of going unconscious, you can spend 1 + (2 x the number of times you’ve used this ability) to halve your movement speed and remove every action but attack and grapple. You stay at one hit point and gain temporary hit points equal to your level. If you manage to kill a formidable creature (up to your DM) then you return to a number of hit points equal to your constitution modifier.
If you have any ideas for further abilities or changes to the class, please comment!
For clarification, this is a Brawler-style class, focusing on dealing and taking hits really well.