Rogue
Base Class: Rogue

This Prizefighter subclass combines the agility and cunning of the rogue with the raw, unarmed power of a fighter, making for a versatile and deadly combatant who excels in close-quarters brawls. Prizefighters are rogues who have honed their bodies into weapons, capable of dealing devastating blows with their fists and feet. They combine the agility and cunning of a rogue with the brute strength of a fighter, excelling in close-quarters combat.


Prizefighters are rogues who have turned their bodies into weapons, excelling in unarmed combat. Trained in the art of hand-to-hand fighting, they combine agility, cunning, and brute strength. With powerful fists and quick reflexes, they deliver devastating blows, stun opponents, and can even knock foes unconscious with a single strike. Their unarmed strikes are both precise and deadly, making them formidable opponents in close quarters.

Unarmed Combatant

Your training in hand-to-hand combat allows you to fight effectively without weapons. You gain the following benefits:

  • Unarmed Strike Damage: Your unarmed strikes deal 1d6 + your Dexterity modifier in bludgeoning damage. 
  • Unarmored Defense: While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Intelligence modifier. You can use a shield and still gain this benefit.

Fisticuffs

When you make an unarmed strike as part of the Attack action, you can use your bonus action to make another unarmed strike. Additionally, your unarmed strikes count as finesse weapons for the purposes of Sneak Attack.

Wrathful Flurry

Starting at 9th level, you use your wits and cleverness to get the drop on your opponents. You gain these following benefits:

  • Adrenaline Rush: When you reduce a creature to 0 hit points with an unarmed strike, you gain temporary hit points equal to your rogue level + your Constitution modifier.
  • Quick Reflexes: You can use your reaction to impose disadvantage on an attack roll made against you if the attacker is within 5 feet of you.

 

Iron Fist

At 13th level, your unarmed strikes are now considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, When you make an unarmed strike against a creature, you can attempt to blind or daze them. The target must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) or suffer one of the following effects (your choice):

  • Blinded: The target is blinded until the end of your next turn.
  • Dazed: The target has disadvantage on attack rolls until the end of your next turn.

You can use this feature a number of times equal to your Dexterity modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Knockout Artist

Your strikes are capable of incapacitating your foes with a single blow. When you deal Sneak Attack damage to a creature with an unarmed strike, you can force that creature to make a Constitution saving throw (DC 8 + your proficiency bonus + your Dexterity modifier). On a failed save, the creature is knocked unconscious for 1 minute. This unconsciousness ends if the creature takes damage or someone uses an action to wake it. Once you use this feature, you can’t use it again until you finish a short or long rest.

Previous Versions

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7/25/2024 4:50:01 PM
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