Fighter
Base Class: Fighter

A Bare-fisted Brawler is the kinda person you need in a bar fight. Is it pretty? No. Is it effective? Most definitely. While others learn the art of weapons, the Bare-fisted Brawler only cares about hitting hard and fast with the weapons they were born with: their fists (and occasionally mouth or feet). Though seemingly simple, this path is far from uncomplicated. These types of warriors will learn how to pack a punch, take a punch, avoid a punch, and channel their inner strength to every blow. May the gods have mercy on the foes of the Bare-fisted Brawler. 

Superior Training

When you choose this archetype at 3rd level, you gain proficiency in athletics and acrobatics.

Iron Chin

Starting at 3rd level, your resolve can let you weather through the strongest of blows. Once per long rest, you can roll a percentage dice (two d10s) to try and negate the damage done to you completely. If your character rolls over 55% on the percentage die, then they take no damage. If it is under, then they will take the maximum amount of damage. 

 

 As you level up, you can reroll the percentage die (note this is a reroll, not an additional use). At level 5, you roll the percentage die twice (or 2d10 twice) and take the higher result. At level 10 you can reroll the percentage die three times (2d10 three times) and take the higher result. 

Calloused Hands

At level three, your training has finally begun to pay off. Your training has taught you many unarmed techniques and also created dense callouses all over your hands. You are proficient in unarmed attacks and your unarmed attacks now deal 1d6 bludgeoning damage + your strength modifier. These values increase to 2d6 bludgeoning damage + your strength modifier at level 10, 3d6 bludgeoning damage + your strength modifier at level 12, and 6d6 bludgeoning damage + your strength modifier at level 20 (you probably won't get here, but if you do God help you). 

Calloused Hands (Bonus Action)

At level three, your training has finally begun to pay off. Your training has taught you many unarmed techniques and also created dense callouses all over your hands. After your action, you can use a bonus action to make an unarmed melee attack against a creature within melee range. You are proficient in unarmed attacks and do 1d6 bludgeoning damage. This increases to 2d6 at level 12.

Domineering Prescence

Starting at 7th level, you release an aura of domination. Whenever you make a Charisma (Intimidation) check, you gain a bonus to the check equal to your Strength modifier.

 

Distracting Footwork

You strike like a mountain and move like the wind. Every single move you make is filled with overwhelming grace and beauty. Your movements are so beautiful that anyone who can see you find it difficult to resist its charm. Starting at level 10, once a day you can use a bonus action to force all creatures who see your footwork (including your teammates) to make a Wisdom Saving throw (Save DC: 14). On a failed, the creature(s) has disadvantage on all their attacks/skill checks for one minute. On a successful save, nothing happens.
This regain this feature once a day.

Channeling Strikes

With your indomitable spirit, you can have reached an unprecedented level of skill. When you focus your strikes, you hold enough power to temporarily break through the veil of magic and gain unnatural effects. Sadly, unlike the monks or any true magic user, you cannot control the effects of your blows. 

Before you roll damage for your attack but after your attack roll, you roll a d10. This will determine the type of damage and special effect your punch may have. You also deal 2d4 damage on top of your normal unarmed attack damage.

Magical Ability Table:  1d10

1- Fire:  Your damage changes to fire instead of bludgeoning. Your attack also deals another 2d4 damage on top of the other added 2d4 extra damage from before.

2- Cold: Your damage changes to cold instead of bludgeoning. Your attack slows the creature it struck. Their movement speed is reduced by half.

3- Earth: Your damage stays as bludgeoning. The target must make a DC 15 Strength Save. On a failed save,  the target is knocked prone.

4- Wind: Your damage switches to piercing damage. The target must make a DC 16 Strength Save. On a failed save, the target is pushed 15 feet backward.

5- Radiant: Your damage switches to radiant damage. The target must make a DC 16 Wisdom Save. On a failed save, the target begins to emit a bright light for 30 ft and a dim light for an additional 30 ft for 5d10 days. The target also cannot cast spells like invisibility or use the spell disguise-self until they stop glowing.

6- Necrotic: Your damage switches to necrotic damage. The target must make a DC 17 Constitution Save. On a failed save, the target becomes blinded and deafened for 5 turns.

7- Thunder: Your damage switches to thunder damage. All creatures within 15 feet (except the initial target), including the caster, take half the damage dealt to the target.

8- Lighting: Your damage switches to lighting damage. The target must make a DC 16 Constitution Save. On a failed save, the target has the paralyzed effect for 5 turns or until the target passes a DC 16 Constitution Save. 

9- Healing: Your damage switches to healing and you get to roll an additional 2d4 (on top of the other extra 2d4).

10- Your Choice: You can choose 2 effects from the table.

Limit Breaking Counter

When a Bare-fisted Brawler can barely throw a punch, and they can't take another hit, that's when their full power is released. The Brawler will use every muscle in their body to generate maximum power, though they know the strike could destroy them. When the Brawler is hit with an attack that lowers their hit points without instantly killing them, they can use their reaction to make a melee attack against that creature. This punch gains an extra +5 to hit. Your punch does the normal damage as well as an additional 6d12+ your strength modifier bludgening damage. As soon as this attack has finished, you immediately fail two death-saving throws. 

This ability resets at dawn every morning. 

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