Fighter
Base Class: Fighter

To some, martial arts a spiritual endeavor. You become one with your body and achieve enlightenment. To you, martial arts are a way of life, a physical activity that connects you to the most primal version of you. You trained either as a grappler, getting close to the enemy and forcing them to submit to your holds, or as a striker, forcing your opponent to yield to a barrage of punches and kicks targeted to lay them low. 

Mixed Martial Arts

Beginning when you choose this archetype at 3rd level, you can choose to specialize in either grappling, or striking. As a grappling specialist, you'll gain the ability to grapple and pin your opponents. As a striking specialist, you'll gain the ability to strike harder and more often and move out of the way of incoming attacks. 

Regardless of choice, your unarmed strikes immediately become a d6 plus Strength or Dexterity depending on if you chose Grappler or Striker. At levels 5, 9, and 11, your unarmed strikes increase to a d8, a d10, and finally a d12,  respectively. You also gain expertise in Athletics.

Grappling Expert

You are a expertly trained grappler, and your abilities reflect your training. Once per turn as a bonus action, you can attempt to grapple an enemy. Any checks you make to grapple an enemy, or against an enemy attempting to escape your grapple you add your proficiency bonus twice to. Additionally, enemies grappled by you are considered restrained.

You also gain the ability to use your attack action to Slam an enemy you have grappled once per attack action, inflicting damage, with the potential to Daze your enemy until the beginning of your next turn. Regardless of how many times you Slam an opponent, you may only attempt to Daze them once per turn. Additionally, your AC becomes 10 + Strength Modifier + Proficiency. 

Additionally, you gain double your proficiency amount of Submission Dice, which are a d6 at level 3, a d8 at level 7, a d10 at level 11, and a d12 at level 14, to be used in fueling maneuvers related to your expertise. Those maneuvers are as follows, and can only be used once you have an opponent grappled:

Arm Bar. As part of an attack, you expend a Submission Die to put an opponent in an arm bar while they're restrained, doing bonus damage equal to the amount rolled on your Submission Die, and forcing them to make a Strength saving throw against your save DC or be disarmed. If already disarmed, you damage their arm or limb further, forcing disadvantage on Strength and Dexterity based saving throws and checks until the end of their next turn. 

Sleeper Hold. As part of an attack action, you expend a submission die to attempt to put a restrained opponent to Sleep until the end of their next turn, they take damage, or an ally takes an action to wake them. You deal damage equal to the die rolled, and they make a Constitution saving throw against your save DC or fall asleep and become incapacitated as described. 

Reversal. As a reaction to being hit by a Melee attack, you can expend a Submission Die to roll with the hit, reducing the damage taken by the amount on the die, and attempt to grapple your opponent. 

Striking Expert

You have trained diligently at the ability to strike your opponent just where you need to, or want to, and to use your whole body as a weapon. Not just your fists. As a striker, you're nimble, you're fast. You gain the ability to make a kick attack as a bonus action. As long as you're not wearing a shield or armor, your movement speed is increased by 10ft and your AC is 10 plus your Dexterity modifier and your proficiency bonus. You also gain your proficiency amount of Striker Dice, to be used in maneuvers related to your specific training. Your Striker Dice are a d6 at level 3, then go up to a d8 at 5, a d10 at 9, and a d12 at level 11.

Additionally, once per turn, you can expend a Striker Die to do one of the following:

Targeted Strike: As part of the Attack action, you can expend a Striker Die to add that number to your attack roll, potentially turning a miss into a hit. If the attack hits, the immediate next attack you make has advantage. 

Power Shot: You can expend a Striker Die to add the roll to your damage total, slamming your fist or palm into a vulnerable region. Target must make a Strength save against your Save DC or be knocked prone. 

Sweep the Leg: You can expend a Striker Die on your bonus action Leg Strike attack, forcing the opponent to make a Strength or Dexterity saving throw against your Save DC or be knocked prone.

Elevated Technique

Starting at 7th level, you can impose disadvantage on saving throws and ability checks on the subjects of your various techniques up to proficiency times per day. Your strikes become magical for the sake of bypassing resistances. You can use your reaction to being hit by a spell attack or if you're forced to make a Dexterity or Constitution saving throw by a spell, to burn a Technique die, rolling it and adding your Constitution modifier to the total, reducing the amount of damage taken by that amount. Additionally, Grapplers now can Brace as a bonus action, and Strikers can Disengage as a bonus action. You also gain two new maneuvers for your chosen specialization, detailed below. 

Grappler

Hip Toss. As part of an attack action, you can expend a Submission die on a successful attack against a restrained target to throw them a distance equal to 5ft times the number rolled on the Submission die. The target is knocked prone and takes 1d6 bludgeoning damage for every 10ft it is thrown by this technique. 

Kimura. As part of an attack action on a creature that is restrained by you, you can expend a Submission die and add it to a contested Athletics check with the restrained target. If you beat their check by more than 5, they are incapacitated as though paralyzed and they take damage equal to the difference in your checks. On a successful check, your speed is also reduced to 0 as you hold the creature down. On a failure the creature is released at the end of your turn. 

Brace. As a bonus action, you can Brace, granting yourself resistance to all incoming damage except for force, radiant, necrotic, and psychic damage for one round, but reducing your speed to 0. You cannot move and use this ability in the same turn. 

Striker

Flow Blocker. As part of an attack action that hits, you can expend a Striker die to attempt to break spell concentration, disrupt a magical effect, or block a ki user's ki. The target makes a Constitution saving throw against your Save DC. On a failure, any ongoing spells or magical effects end, and the target can't use magic or ki points until the start of their next turn. 

Feint. As part of an attack action but before you roll your attack, you can expend a Striker die to make a target make a Dexterity Saving throw vs your Sleight of Hand check, adding your Striker die to the check. On a successful check, the attack has advantage and crits on an 17-20. On a failure the die is expended with no benefit. 

In addition, when you make a long jump, high jump, the distance you can cover increases by a number of feet equal to your Strength modifier. You also gain expertise in Acrobatics. 

Feint

As part of an attack action but before you roll your attack, you can expend a Striker die to make a target make a Dexterity Saving throw vs your Sleight of Hand check, adding your Striker die to the check. On a successful check, the attack has advantage and crits on an 17-20. On a failure the die is expended with no benefit. 

Flow Blocker

As part of an attack action that hits, you can expend a Striker die to attempt to break spell concentration, disrupt a magical effect, or block a ki user's ki. The target makes a Constitution saving throw against your Save DC. On a failure, any ongoing spells or magical effects end, and the target can't use magic or ki points until the start of their next turn. 

Hip Toss

As part of an attack action, you can expend a Submission die on a successful attack against a restrained target to throw them a distance equal to 5ft times the number rolled on the Submission die. The target is knocked prone and takes 1d6 bludgeoning damage for every 10ft it is thrown by this technique.  

Kimura

As part of an attack action on a creature that is restrained by you, you can expend a Submission die and add it to a contested Athletics check with the restrained target. If you beat their check by more than 5, they are incapacitated as though paralyzed and they take damage equal to the difference in your checks. On a successful check, your speed is also reduced to 0 as you hold the creature down. On a failure the creature is released at the end of your turn.

Martial Enhancement

At 10th level, you can choose any Martial Enhancement option, granting you increased physical ability and more effective techniques. Your Second Wind can now also be used as a reaction to taking damage, potentially mitigating a lethal blow. 

Aggressive Ground Game

At the start of each of your turns, you can deal your Submission dies value in bludgeoning damage without expending one to one creature grappled by you.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense

While you are wearing no armor, you gain a +1 bonus to AC.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). 

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. 

Sparring

When you are wielding no weapons, you gain a +2 damage bonus to your unarmed strikes. 

Superior Technique

You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Tai Kwon Do

You can make two leg strikes as part of your bonus action Leg Strike, but you do not add your damage modifier to the second attack.

Transcendent Technique

Starting at 15th level, your mastery of your specialization grants you the pinnacle of your respective craft. Grappled gain the Grand Slam ability, and Strikers gain the Rain of Blows ability, both detailed below.

Grand Slam. As an action while you have a creature grappled, you brace your legs into the ground and leap high into the air. You and the creature go your Strength Modifier x maximum 6 Submission Dice feet in the air. You then slam the target into the ground below you, dealing damage equal to the spent Submission dice on top of the usual Slam damage. This ability resets on a short rest. 

Rain of Blows. As an action you can choose to rain hell down on any number of opponents surrounding you, or devastate one opponent with an unending onslaught. You spend up to 6 Striker dice to make one attack on an enemy within reach for each die spent. Only your first two hits add your modifier, and each hit uses the Striker dice as damage dice. This ability resets on a short rest. 

Grand Slam

Grand Slam. As an action while you have a creature grappled, you brace your legs into the ground and leap high into the air. You and the creature go your Strength Modifier x maximum 6 Submission Dice feet in the air. You then slam the target into the ground below you, dealing damage equal to the spent Submission dice on top of the usual Slam damage. This ability resets on a short rest.  

Rain of Blows

Rain of Blows. As an action you can choose to rain hell down on any number of opponents surrounding you, or devastate one opponent with an unending onslaught. You spend up to 6 Striker dice to make one attack on an enemy within reach for each die spent. Only your first two hits add your modifier, and each hit uses the Striker dice as damage dice. This ability resets on a short rest.  

Ultimate Technique

At 18th level, you attain the pinnacle of martial artistry. You have learned to tap into the weave within the body and unlock what legendary martial artists refer to as a perpetual flow state, an adjacent state of nirvana for martial artists.

As a result of reaching the peak of your craft, all attacks made against you have disadvantage until you are hit, resetting at the top of your next turn, you have advantage on the first attack of each of your turns, you add your Strength and Dexterity modifiers both to the damage of your strikes,cand you critically hit on a 19 or 20, and the once a day ability Death Strike, detailed below. 

Death Strike. Once a day, when you succeed in attacking a creature with 100hp or fewer, you can choose to simply kill the creature in lieu of dealing damage. If they have more than 100hp, you can instead choose to deal 12d12 bludgeoning or piercing damage. This damage is not affected by critical hits. This ability recharges on a long rest. 

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