Base Class: Fighter
Strikers go against the grain for fighters, forgoing weapons to attack with their bodies instead. Their limbs become hardened with use and their reflexes quick. They are light on their feet and with training they learn to be fighters who are as effective while prone as standing, so as to better avoid being hit by arrows and other missiles.
Walloper
Beginning when you choose this archetype at 3rd level, your unarmed attacks deal 1d4 additional damage. This damage increases to 2d4 at 10th level and to 3d4 at 18th level.
Thick Skin
Also at 3rd level your body becomes hardened to attacks and better able to withstand them. While you are wearing no armor and not wielding a shield, your AC equals 10 + your proficiency + your Constitution modifier.
Double Step
You've become accustomed to dodging attacks from all angles as you navigate a fight. While not wearing heavy or medium armor or wielding a shield you can use the Dodge action as a bonus action. You can use this trait a number of times equal to your level in this class divided by 2, rounded down. These come back on a short or long rest.
Throw Hands
Starting at 7th level, you've improved your precision and increased your brutality, You gain the following features:
- Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- When you take the Attack action, in place of making an attack you can attempt to disarm an opponent. You make a (Strength) Sleight of Hand check contested by your targets Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed the opponent drops the item.
- You can use a bonus action after this special attack to kick the item 20ft away from them in a direction of your choosing.
Ground Work
Beginning at 10th level, you've learned how to lay low and still be dangerous. You can make unarmed attacks when prone without disadvantage, and melee attacks that target you when you are prone not made with advantage. Also, when you stand from being prone, as part of the movement you can make a single unarmed attack while kipping up. If the attack hits, you expend no movement as part of standing. You can make this special Kip Up attack once per turn.
Haymaker
At 10th level you become notable at throwing hard hits meant to completely incapacitate your target, at the expense of accuracy. Before you make an unarmed attack, you can choose to withhold adding your proficiency bonus to your attack roll. If the attack hits, you add +10 to the attack's damage.
Thousand Hands
Also at 15th level you've learned how to strike multiple times at opponents who are trying to escape. You can use your Extra Attack feature when making Attacks of Opportunity.
Falling Rock
You've attained new ways to attack with your body. You can cast Jump targeting yourself 3 times a day. When you fall onto an opponent you can make an unarmed strike against them. If you hit, you deal all of the fall damage you would have suffered to the target, in addition to your normal unarmed damage.
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