Fighter
Base Class: Fighter

Not every fighter learns the lessons of history, war theory, and its artistry from books and mentors as a high knight or noble. Some fighters learn brutality and ruthlessness from life experience. These fighters are the brawlers. 

Those who choose the life of a brawler are accustomed to a rough-and-tumble fighting style. In combat you prefer to use what the gods gave you.  Unarmed strikes and natural weapons are the tools of the trade. Most brawlers have seen hard times, perfecting their fighting prowess even in childhood. Nothing came easy, but you are stronger for it. You have developed the skills necessary to hold your own in close-quarters combat without the need for a weapon. Like others who walk your path, you have developed a sense of sportsmanship. You only challenge those who in turn will challenge you and you will do anything to win. Weaker creatures are simply not worth the time. Grappling, shoving, and throwing an enemy is second nature to brawlers. Although brawlers come in all shapes and sizes, one thing is certain... you are always ready for a fight. 

Your path grants you features at 3rd, 7th, 10th, 15th, and 18th level.

Unarmed Strikes

At the 3rd level, your inner brawler begins to show, finding a way to get in extra licks. To utilize this feature, you must have the Unarmed Fighting style. 

When you take the Attack action using an unarmed strike or a natural weapon, you can make one additional attack as a bonus action. The bonus action attack must be an unarmed strike, natural weapon attack, or an attempt to shove or grapple a target.  

Unarmored Defense

Starting at level 3, while you are wearing no armor,  your AC will equal 10 + Strength modifier + Constitution modifier. 

You can still benefit from an AC bonus from a shield. 

Accurate

At level 3, you gain a +1 bonus to all attack rolls for unarmed strikes or natural weapon attacks. 

This feature increases to +2 at level 10 and +3 at level 15. 

King-Pin

At level 7, your battlefield control and grappling prowess excel. You gain the following features: 

  • You gain Expertise in Athletics checks. 
  • You have Advantage on all grappling, shoving, and disarming attacks. 
  • On a successful shove, you push a creature up to 15 feet away from you in any direction. The target must succeed on a Strength saving throw or be knocked prone. 
  • If you grapple a target, you have pinned them. The target is now grappled and restrained. They may use their action to break the pin as they would a grapple. 

Fast Hands

Starting at level 7, once on each of your turns, when you attack with an unarmed strike or natural weapon, you can make one additional unarmed strike or natural weapon attack as part of the same action. 

The additional attack does an additional 1d8 Force damage.  

When you use this feature, the enemy target must succeed on Strength saving throw (DC 8 + proficiency bonus + Strength modifier) or be knocked prone. 

Unstoppable

At level 7, your unarmed strikes and natural weapon attacks count as magical, overcoming immunities and resistances to nonmagical bludgeoning, piercing, or slashing damage. 

Improved Strikes

At level 10, your unarmed strikes and natural weapon attack dice are now d10s. Starting at level 18 they become d12s. 

You now have a +2 bonus to attack rolls for unarmed strikes. This bonus increases to +3 at level 15. 

Bob and Weave

At level 10, if an enemy within 10 feet of you hits you with an attack you can use your reaction to defend yourself against the attack. For each reaction you choose one of two strategies: 

Slip: You can choose to slip an attack by adding your Dexterity modifier to your AC, potentially causing the attack to miss. 

Block: You can choose to block an attack. When you block an attack, on a hit, you minus your Constitution modifier + proficiency bonus from any damage received.  

Iron Will

At level 15, you gain a +3 bonus to damage rolls for your unarmed strikes and natural weapon attacks. 

You also gain resistance to all nonmagical bludgeoning, piercing, and slashing damage. 

Riot

At level 18, you can rally a crowd and are capable of starting a riot.You gain the following two features: 

1) Your unarmed strikes damage dice goes from a d10 to a d12. 

2) As an action, you are able to give yourself 5 temporary temporary hit points for each friendly creature, maximum of 6, within 30 feet of you. Additionally, you grant each of those creatures 10 temporary hit points, insinuating the riot. Once you use this feature, you must wait until the next dawn to use it again. 

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