Base Class: Fighter
“I hear that those Great Regions have a fascination with sporting gladiatorial combat. There’s of course variations from local to local but the rules all follow the same principle. No killing, No ringout, Fight to win. Some allow all manner of weapons or arenas, but, did you ever happen to notice a pattern between them all, Mr. Vig?”
- Henry Riddle, convicted human thief.
”The crowd favorites tend to be unarmed fighters. Underdogs, I guess.”
- Detective Moden Vig, private human investigator.
The wrestler is the archetype of fighter that befits those whom prefer to beat their foes barehanded, whether for resentment of weaponry, or just to show off. Gladiators at heart, this archetype will grant you adept grappling capabilities and an aura of influence from your composure in battle.
Brawler
When selecting this archetype at 3rd level, you elect to apply your martial ability to a close-up style of combat using your own body and leverage as a weapon. Once per turn, you can attempt to grapple a creature as part of a successful unarmed strike.
Furthermore, as part of a successful unarmed strike against a creature you are already grappling, you can choose to end the grapple to impose a saving throw against the creature you are grappling (DC 8 + Proficiency Bonus + Strength Modifier), causing one of the following effects to occur on a failure:
- The creature must succeed a Dexterity Saving Throw or be knocked prone.
- The creature must succeed a Strength Saving Throw or be knocked 15 feet away from you.
- The creature must succeed a Constitution Saving Throw or have disadvantage on ability checks and saving throws using Strength, Dexterity, or Constitution until the start of of their next turn.
At 10th level, you also suffer no movement speed penalty while grappling a creature.
Showmanship
At 3rd level, you are a performer for gladiatorial events and displays of your athleticism. You have proficiency in the performance skill, and know two languages of your choice.
Additionally, at your DM’s discretion, you may use your Strength in place of your Charisma when making charisma based skill checks by using your peak athleticism as part of your skill check.
Acrobat
At 7th level, your ability to maneuver your space is unparalleled thanks to your practice in performing stunts. You do not require 10 feet of run up to perform a long or high jump. In addition, the distance in feet you cover is now 25 feet for a long jump and 15 feet for a high jump. Additionally, you have resistance to fall damage.
Superstar
At 10th level, you have developed an extreme personality, which you use to add an air of superhumanity to your performance. Your unarmed strikes are now considered magical for the purpose of overcoming resistance or immunity to nonmagical damage. You also gain one of the features below which reflects the persona or character you have manifested. When you take a level in this class, you can swap this feature out for another.
The following are your options:
Captivating
While grappling a creature, that creature has disadvantage on attacking any creature other than you.
Powerhouse
You can now grapple creatures of up to two sizes larger than your own. Additionally per turn when attacking a creature you are grappling, you can deal an additional 2d8 damage, doing so ends the grapple condition. This may be used in conjunction with the Brawler feature’s secondary effect.
Young Lion
You gain a +10 feet increase movement speed, and the distance you can long jump and high jump. Additionally once per turn, you deal an additional 1d6 damage for every 10 feet you fall when attacking a creature before you touch the ground (to a maximum of 8d6).
Technical Warrior
At 15th level, when making a Strength (Athletics) check to grapple a creature, rolls of 9 or lower are treated as a 10.
Gladiator
At 18th level, you have perfected your offense of physical strikes and grappling, and have only gotten faster to land more consecutive blows. Once per turn, you can make two additional unarmed strikes as part of taking the attack action, but only while grappling a creature.
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