Fighter
Base Class: Fighter

A swordsman specialized in using all forms of weapons and martial arts.

Incredible Physique

Beginning when you choose this archetype at 3rd level, your body has become toned in special ways. You gain Expertise in the Athletics and Acrobatics Skills.

Wrestling Champion

Starting at 7th level, you learn how to use your muscles to throw people around. When you are grappling a foe, you can use one of your attack actions to break your grapple and throw them. The target must made a Strength Saving Throw (DC = 8 + Prof. + STR modifier), or be thrown in your chosen way. You can throw them a multitude of ways, including:

Fling: Toss your foe in a straight line. Your foe moves 10 feet in your desired direction, and takes 2d6 Bludgeoning Damage.

Shoulder Toss: Throw your foe over your shoulder. The target takes 2d4 Bludgeoning Damage, is moved behind you, and falls prone.

Crumble: Smash your knee into a target, knocking the wind out of them. The target takes 2d6 Damage, and has their movement speed reduced by 10.

Additionally, whenever you make an Unarmed Strike, if you are wearing magical armor, your unarmed attacks count as magical damage for the purposes of damage resistances.

Blade and Palm

At level 3, you learn the importance of matching your blade skills with your unarmed strikes. Whenever you make a weapon or unarmed attack, you can make an additional unarmed attack. This feature can be used after every attack, using the Multi-Attack feature, and can use either your Strength or Dexterity modifier. Alternatively, Once per turn, you can choose not to make the unarmed attack, and instead use your bonus action to attempt to Grapple a foe.

Intimidating Presence

At 10th level, you can use your prowess to be even more frightening than normal. While you are grappling a foe, you have advantage on Persuasion and Intimidation checks against them.

Superior Wrestling Champion

Starting at 15th level, whenever you have restrained someone, you can use your action to use new wrestling techniques, using the same Save DC as your normal Wrestling Throw Save DC.

Choke: Grab a foe by the neck and slam them into the ground. Target must make a Con save each use, or take 1d8 Bludgeoning Damage and suffer a point of exhaustion every use of this feature until they can break free from the grapple. Upon escape, they immediately lose 2 points of exhaustion gained by this feature, and lose the rest of the exhaustion points gained in this matter at the end of their next turn. Upon taking 6 points of exhaustion, the target must make another Con Save. On a pass, they lose their 6th point of Exhaustion, and instead take 1d8 Bludgeoning Damage. On a fail, they lose consciousness, dropping to 0 HP, but are considered stabilized. If another turn is used for this ability, the target dies from Asphyxiation.

Pummel: You can use your attack action at advantage instead of Disadvantage while using your Unarmed Attacks.

 

 

Perfected Hand-Blade Techniques

At 18th level, you become a master of fighting with swords and your fists.

You can now make Extra Unarmed attacks whenever you use your Action Surge feature. Additionally, you can instead choose to replace one of your unarmed attacks with a Grapple attempt instead of using all of them, though it still uses your bonus action.

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