Base Class: Fighter
Always up for a good bout, a pugilist is never far from where the fists are flying. Though weapons are advanced and ever more deadly, nothing can beat you with the two weapons you were born with. You stand toe to toe with even the greatest swordsmen and archers, never backing down from a good fight. You as pugilist are a true advocate of diplomacy, always believing that fists speak louder than words.
Barehanded Brawler
When you choose this archetype at 3rd level, you learn how to turn your fists into deadly weapons giving you the following benefits while not wielding any weapons:
- The damage of your unarmed strike becomes 1d4 + your Strength modifier.
- When you use the attack action with an unarmed strike, you can make another unarmed strike as a bonus action.
At 7th level, the damage of your unarmed strikes is increased to 1d6 + your Strength modifier.
Haymaker
At 3rd level, you've learned how to throw a much more lethal punch, albeit at the cost of some of its accuracy. Anytime you make an unarmed attack you can choose to make the attack a haymaker. Your haymaker attacks are made with disadvantage, but you can add two haymaker dice to the damage. If the attack is disadvantage from another source only one haymaker die is added to the damage.
A haymaker die is initially a d4. As you gain more levels in this class the die size increases as follow. At 10th it becomes a d6, and at 18th it becomes a d8.
Sucker Punch
Starting at 7th level, you learn to hit your enemy where it hurts the most. When you make an unarmed attack, before the attack roll is made, you can declare it to be a sucker punch. If the attack hits, you can decide which of the following effects occurs:
- The next attack made against the creature has advantage (if the next attack is a haymaker it will also be rolled with advantage)
- The creature cannot regain hit points until the end of its next turn
- The attack deals the extra damage of a haymaker attack
- The creature must make a Constitution saving throw, becoming either blinded, deafened, or unable to speak and breath until the end of its next turn. The DC for this effect is equal to 8 + your proficiency bonus + your Strength modifier.
You cannot sucker punch the same creature more than once each turn. You can only use this ability a number of times equal to your Strength modifier (minimum of 1), regaining all uses upon completing a short or long rest. Starting at 15th level, when you sucker punch a creature, you can apply two different effects instead of one.
Grit Your Teeth
At 10th, all your previous battles have hardened you, making it much easier to take a hit. As a reaction whenever you take damage from a source you can see, you can roll 1 to 3 haymaker dice to reduce the damage by the amount rolled. Each haymaker dice rolled for this ability causes the next few attack rolls to be made with disadvantage. This disadvantage applies to a number of attacks equal the number of haymaker dice rolled to reduce incoming damage. The disadvantage effect resets at the end of your next turn.
You can use this reaction ability multiple times, but there is a max to the number of haymaker dice you can use before the end of your next turn. You can only roll up to your Constitution modifier worth of haymaker dice (minimum of 3).
Regardless of how many times you activate it, if you use this ability you gain advantage on Strength checks until the start of your next turn. This applies to the original attack as well.
Wind Up
Starting at 15th level, with all your training you can now focus in all the power in your haymakers to land those devastating hits. When you take the attack action, you can forfeit one of your attack rolls to give your next attack advantage, and an extra haymaker die if it its an unarmed strike. The attack must be made before the end of your next turn
Knockout Punch
At 18th level, in you restrain yourself long enough, focusing intently on making the perfect strike you can blast away your opponents with your strongest attack. As an action, you make a single unarmed strike. If it hits, add a number of haymaker dice to the damage equal to two times the number of unarmed strikes you could normally make in a turn.
Once used, this attack cannot be made again until you finish a short or long rest.
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