Base Class: Fighter
Years of organized crime, bar brawls, and close calls have hardened you into a master of improvising during combat. As a kingpin, you are capable of using whatever is on hand and nearby to benefit you in a fight.
Creative Brawler
Beginning when you take this archetype at 3rd level, you gain the feat Tavern Brawler which grants the following:
- Increase your Strength or Constitution score by 1, to a maximum of 20.
- You are proficient with improvised weapons.
- Your unarmed strike uses a d4 for damage.
- When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
(If you opt to take the fighting style of Unarmed Fighter, replace Tavern Brawler's unarmed strike damage respectively.)
Henchman
When you take this archetype at 3rd level, you may choose one player, excluding yourself, (at that player's discretion) or a nonplayer character to gain the feat of Interpose which grants the following:
-
You increase your constitution by 1 point, to a maximum of 20.
- When you see an ally within your range of movement being attacked, you can choose to take their place for the blow, knocking the ally prone in a square adjacent to you and free of harm. This attack hits you no matter your AC, and you take damage as if it had. This includes spell attacks, melee attacks, and ranged attacks.
If your henchman decides they no longer desire the role, or if they die, they are stripped of the Interpose feat and you may choose a new henchman using the same rules as before.
You Talkin' To Me?
At 3rd level, you gain proficiency in intimidation and persuasion. If you are already proficient in intimidation then choose another skill from the Fighter list.
Wise Guy
At level 6, gain proficiency in Wisdom Saving Throws.
The Ol' One Two
Beginning at the 7th level, when you land a successful unarmed strike, you may take an additional attack action immediately to make another unarmed strike on the same target.
At level 13, you gain an additional attack action, immediately following the success of the second attack, to make another unarmed attack on the same target.
Again at level 17, you gain an additional attack action, immediately following the success of the third attack, to make another unarmed attack on the same target.
Martial Adaptability
The Fighter Class Feature Martial Versatility is replaced by Martial Adaptability, which now grants the following:
- At level 9, you may take one additional weapon proficiency or an additional fighting style.
Improvised Shield
At the 10th level, as a reaction, you gain the ability to use nearby objects that can be wielded with one hand as a shield giving a +2 AC bonus if said object is big enough. The object's size is determined at the DM's discretion and you can only use an object as a shield if you are not already wielding one.
However, large objects such as tables do not give the shield's +2 AC for this ability because hiding behind a table is considered using cover, and using this ability on such objects uses the cover system's table instead.
Hit 'em Where it Hurts
Starting at 15th level, your unarmed strikes and improvised weapon attacks score a critical hit on a roll of 18-20.
The Godfather
You and your henchman are in peak condition.
At level 18, you may choose a second Henchman. Your Henchmen also gain another +1 Constitution to a maximum of 22.
You also gain +2 Strength and +2 Constitution to a maximum of 22. You also gain expertise in intimidation and persuasion.
Improvised Weapon Damage Table
This is a revised system for improvised weapon damage based on the size of whatever you are using. Small objects are one-handed, Medium objects can be one or two-handed, and Large objects are two-handed.
Blunt Improvised Weapon Damages:
- Small Blunt Objects - 1d4
- Medium Blunt Objects - 1d6
- Large Blunt Objects - 1d8
Sharp Improvised Weapon Damages:
- Small Sharp Objects - 1d6
- Medium Sharp Objects - 1d8
- Large Sharp Objects - 1d10
Comments