Base Class: Fighter
The trick to fighting is to look around. You don't need to rely on the things you have. Simplicity can have major benefits.
Fighter Type
3rd level Dragonfist feature
Starting from the 3rd level, you learn a combination of martial arts and regular old sparring to develop your own techniques. You can shift between different Fighter types as a bonus action.
- Brawler. You gain proficiency with improvised weapons. They deal 1d6 damage instead of 1d4 (the DM still determines the damage type). When you attack using unarmed strikes or natural weapons and hit all attacks, you can make one additional attack as a bonus action. It deals 1d10 damage, the damage type being the same as your unarmed strikes or natural weapons.
- Speedstar. Your unarmed strikes deal 1d4 damage when you choose this Fighter type. However, you can attack twice as many times as normal. Additionally, when you take the dodge action, you also gain the benefits of half-cover, and you can use your bonus action to forgo the half-cover bonus and make two unarmed strikes instead.
- Juggernaut. You gain proficiency with improvised weapons. If you have a Strength score of 18 or higher, you can use Huge objects as improvised weapons. Additionally, your unarmed strikes, natural weapons and improvised weapons deal 1d12 damage, however you can only attack twice at the most in one turn. You can use the Barbarian's Reckless Attack feature when using this Style.
Improved Fisting
7th level Dragonfist feature
Your fists embody the spirit of dragons. Starting at 7th level, your unarmed strikes, natural weapons and improvised weapons' damage counts as magical for the purposes of overcoming magical resistance and immunity. You can also choose to replace their damage type with acid, cold, fire or lightning damage.
Additionally, you gain a +1 bonus to the attack rolls and damage rolls of your unarmed strikes, natural weapons and improvised weapons at level 10, a +2 bonus at level 15 and a +3 bonus at level 18.
Improved Fighting Types
10th level Dragonfist feature
Starting at level 10, you gain additional actions you can take in your different Fighting Types.
- Brawler: Slam. If you successfully shove a creature prone and it is Large or smaller, you can force the creature to make a Strength save, with DC equal to 8 + your proficiency bonus + your athletics modifier. On a failure, you can slam that creature on the ground repeatedly using your subsequent attacks without rolling attack rolls, dealing 1d10 bludgeoning damage each time.
- Speedstar: Stunlock. You can use your bonus action to force a creature to make a Constitution save, with DC equal to 8 + your proficiency bonus + your strength modifier + the number of attacks you made that hit the creature. On a failure, the creature is stunned till the end of your next turn.
- Juggernaut: Crush. You can use your action to assume a stance. While in this stance, your AC decreases by 3 and you have resistance to all damage. This stance requires concentration and subsequent actions to maintain. When a creature hits you, you can use your reaction to force the creature to make a Dexterity save. On a failure, you grab it in a vice-like hug, crushing it and dealing bludgeoning damage equal to all the damage you have sustained while maintaining the stance. On a successful save, the creature takes half as much damage.
Soul of Dragons
15th level Dragonfist feature
The essence of dragons is now infused in your soul. Your unarmed strikes now count as simple weapons for the purpose of feat Gift of the Chromatic Dragon: Chromatic Infusion.
Additionally, you become proficient with Draconic and you have advantage on checks made in relation to dragons.
Avatar of the Azure Dragon
18th level Dragonfist feature
You have reached the epitome of your fighting techniques. For 1 minute, you can enter an exalted state. During this time, draconic wings manifest on your back and you gain a flying speed equal to your walking speed. Also, you can deal additional damage equal to your fighter level once per turn. The damage type can be chosen as acid, cold, fire or lightning damage. Additionally, you exude a protective aura centered around you with a radius of 10 feet. You and allies within this aura have resistance to acid, cold, fire or lightning damage. If you or they already have resistance to said types, the resistance becomes immunity.
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