Fighter
Base Class: Fighter

Shedding blood for the entertainment of the common people has long since been a sport throughout the history of mortals. Prizefighters are those that spend their lives reaching for the glory and wealth that accompanies the champions of such a sport. As a Prizefighter, you dedicate your fighting style to the art of slamming your fists into your opponents' faces whether they have one or not.

Boxing Fundamentals

Fundamental techniques are the back bone of a Prizefighter's career, no matter how far they plan to hone their craft. From these fundamentals, brutal techniques and devastating blows can be mastered over time.

When you take this martial archetype at 3rd level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.

In addition, you gain the following benefits while you are unarmed and you aren’t wearing armor or wielding a shield:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
  • You can roll a d4 in place of the normal damage of your unarmed strike. This die changes as you gain fighter levels, becoming a d6 at 5th level, d8 at 11th level, and a d10 at 17th level.
  • When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.
  • You can use the following techniques:

Jab. When you attempt an unarmed strike, you may designate it as a "jab". When you do this, you can add a number equal to your proficiency bonus to the attack roll, but halve the total damage from the unarmed strike. If a jab lands successfully, you can increase the attack roll of your next unarmed strike (excluding following jabs) by the damage dealt from the jab.

Guard. As a reaction, when you are hit by a nonmagical attack that you can see, you can reduce the incoming damage by half.

Clinch. When you successfully grapple a creature, you can designate it as a "clinch," attempting to catch your breath. If the creature fails to escape the clinch within the two following turns, gain temporary hit points equal to your fighter level + your constitution modifier.

Deadly Arsenal

Every Prizefighter has an arsenal of deadly punches to use at the most decisive moments, and you are no exception. You learn brutal blows that are fueled by special dice called brutality dice.

Brutal Blows. You learn two of three available brutal blows, which are detailed below. At level 7, two more brutal blows become available. Brutal blows enhance unarmed strikes in different ways, and you can only use one brutal blow per attack. You learn one additional brutal blow at 5th, 7th, and 9th levels.

Brutality Dice. You have four brutality dice, which are d6s. A brutality die is expended when you use it. You regain all of your expended brutality dice when you finish a short or long rest. You gain an additional die at 7th, 10th, 15th, and 18th levels.

Saving Throws. Some of your brutal blows require your target to make a saving throw to resist the brutal blow's effects. The saving throw DC is calculated as follows:

Brutal Blow save = 8 + your proficiency bonus + your Strength modifier.

Brutal Blows

Cross Counter

When a creature misses you with a melee attack, you can use your reaction and expend one brutality die to make an unarmed strike with advantage against the creature. If you hit, you add the brutality die to the attack’s damage roll.

Feint

You can expend one brutality die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the brutality die to the attack’s damage roll.

Gazelle Punch

When you hit a creature with an unarmed strike, you can expend a brutality die and add it to the damage roll and force the creature to make a Strength saving throw if the creature is Large or smaller. On a failed save, it is pushed back 15 feet. On a successful save, it is pushed back 5 feet. If the attack was a critical hit, the creature is knocked prone regardless of the save if it is Large or smaller.

Haymaker (Lv.7)

When you hit a creature with an unarmed strike, you can expend a brutality die and add it to the damage roll. The creature must make a Constitution saving throw, taking maximum damage instead from all of the damage dice rolled on a failed save. If the attack was a critical hit, the creature has disadvantage on the save. 

Liver Blow (Lv.7)

When you hit a creature with an unarmed strike, you can expend a brutality die and add it to the damage roll. The creature must make a Constitution saving throw, becoming stunned until the start of your next turn on a failed save. If the attack was a critical hit, the creature has disadvantage on the save.

Boxing Styles

At 7th level, you gain the ability to utilize different offensive and defensive styles, adding further utility and strategy to your skillset. In addition, your unarmed strikes count as magical for the sake of overcoming resistances.

At the start of each of your turns, you can designate a boxing style that will determine certain bonuses and tradeoffs to your offense and defense. Each boxing style gains additional bonuses at 10th and 15th levels. These boxing styles and their bonuses are listed below:

Infighter 

  • (Lv.7) When a creature misses you with a ranged attack, you can use your reaction to move up to half of your walking speed towards the creature.
  • (Lv.10) While you are within 5 feet of an opponent, your AC is increased by two.
  • (Lv.15) If you move 15 or more feet towards a creature, your next unarmed strike has advantage on the attack roll against it.

Outboxer

  • (Lv.7) You can take the Disengage or Dodge action as a bonus action. In addition, when a creature enters your melee attack range, you can make a preemptive unarmed strike towards that creature as a reaction. If it hits, the creature is pushed back 5 feet.
  • (Lv.10) When executing a Cross Counter, a critical hit happens on a roll of 15-20.
  • (Lv.15) The preemptive unarmed strike does not use your reaction if it lands successfully.

Slugger

  • (Lv.7) At the start of your turn, you can reduce your AC and all saving throws by a number equal to your fighter level/3 (rounded down). In exchange, you can add that number to all attack and damage rolls for the same turn.
  • (Lv.10) When executing a Haymaker, the creature is knocked prone on a failed save.
  • (Lv.15) If you land three consecutive brutal blows on one creature before the start of your next turn, that creature must make a Wisdom saving throw, becoming frightened for one minute on a failed save.

Seconds Out

Taking a moment to rest and regain composure can mean the difference between a decisive win and a brutal loss.

At 10th level, when you use Second Wind, you can choose to end one effect on yourself that is causing you to be charmed or frightened.

Technical Superiority

At 15th level, your culmination of battle experience, conditioning, and skill allow you to evolve your brutal blows, adding techniques of the most devastating caliber. In addition, when you roll initiative and you have no brutality dice remaining, you regain one brutality die.

Dempsey Roll. While you are using the Infighter style, you can spend two brutality dice and take the Dodge action as a bonus action. If you take no damage by the start of your next turn, all unarmed strikes for that turn deal maximum damage, adding the brutality dice to each attack. You cannot use any other brutal blows, except for another Dempsey Roll for that turn.

Flicker Jabs. While you are using the Outboxer style, you can spend two brutality dice and attack a creature within range with a number jabs equal to the amount rolled on the brutality dice. If the creature is Large or smaller and at least 5 jabs land successfully, it is pushed back 5 feet.

Deadly Trade. While you are using the Slugger style, you can use your reaction and spend two brutality dice when a creature within 5 feet is attempting a melee attack against you, allowing the creature to land a guaranteed hit. In exchange, you can immediately retaliate with an unarmed strike that is guaranteed to hit, adding the brutality dice to the damage roll.

TKO

At 18th level, if a creature that has less than 100 hit points remaining is knocked prone for a third time by your brutal blows within three minutes from the start of combat, the creature must make a Constitution saving throw. On a successful save, the creature becomes unconscious for one minute. On a failed save, the creature's hit points drop to zero.

 

 

 

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