Base Class: Fighter
description
Bonus Proficiencies
Your life in seedier taverns and bars has granted you some information from the darker side of life, choose one skill from the following list, Athletics, Sleight of Hand, Stealth, Insight, Persuasion, Deception, or Intimidation and One Game set. Additionally you are proficient with all Improvised weapons.
Barroom Hero
Years of barfights and rough living have hardened your fists and toughened you body. You gain the Unarmed Fighting style unless you already have it, in which case choose another fighting style, either Thrown Weapon or Blind Fighting. Additionally, 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. Lastly, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can not use a shield and gain this benefit.
Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Iron Gut
Years of drinking in pubs and eating on the streets has hardened you gut so you can eat anything you want. You gain resistance to poison damage and advantage on saves against poison damage, Disease, and the poisoned condition.
Brutal Fighter
You Gain Brawl Points equal to you Constitution Modifier plus your Proficiency Bonus
When you hit a creature with an unarmed strike or an improvised weapon you can impose one of the following effects on that target by Spending 1 Brawl Point:
- It must succeed on a Dexterity saving throw (DC8+Proficiency+CON) or be knocked prone.
- It must make a Strength saving throw (DC8+Proficiency+CON). If it fails, you can push it up to 15 feet away from you.
- It must succeed a Con saving throw (DC8+Proficiency+CON) or its Speed is halved, until the end of its next turn.
- It can’t take reactions until the end of your next turn.
Fists of Steel
Your Unarmed Strike and Improvised Weapon now count as a Magic weapon for the purposes of damage reduction. Also you gain Improved Unarmed Fighting, granting:
Your unarmed strikes and Improvised weapons can deal damage equal to 1d10 + your Strength modifier on a hit if you aren’t wielding any weapons or a shield when you make the attack roll, Damage type is Bludgeoning for unarmed strikes, DM discretion for improvised.
At the start of each of your turns, you can deal 1d6 bludgeoning damage to one creature grappled by you.
When you use the Attack action with an unarmed strike or a Improvised weapon on your turn, you can make one unarmed strike as a bonus action.
Improved Unarmed Fighting
Your unarmed strikes and Improvised weapons can deal damage equal to 1d10 + your Strength modifier on a hit if you aren’t wielding any weapons or a shield when you make the attack roll, Damage type is Bludgeoning for unarmed strikes, DM discretion for improvised.
At the start of each of your turns, you can deal 1d6 bludgeoning damage to one creature grappled by you.
When you use the Attack action with an unarmed strike or a Improvised weapon on your turn, you can make one unarmed strike as a bonus action.
Knockout Blow
When you hit a creature with an improvised weapon or unarmed strike, you can spend 3 Brawl Points to make the attack a critical hit and force the target to make a CON saving throw (DC8+Proficiency+Con Modifier ) or fall incapacitated and prone. If the attack was already a critical this only costs 1 Brawl Point. They are incapacitated for up to 1 min, At the end of each of its turns, and each time it takes damage, the target can make another Constitution saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.
Tough Ol' Bastard
Your Constitution Score is increased by 2 to a maximum of 22. You Gain Immunity to poison and disease.
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