Fighter
Base Class: Fighter

The subclass is about fighting with unarmed strikes, wrestling techniques, along with a the capacity to have mass control and tank the damage for the rest of the team.

The focus of this of this subclass is to encourage teamwork by using this subclass control to keep enemies in line while still being able to provide good amounts damage.

The flavor of this subclass is a warrior who has trained its body to be on the peak capacity, to the point where external tools are no longer needed. The body of this warrior is enough crush any enemy, resist damage in tough fights and have low resource cost. Grab you enemies with one hand to handle them, or smash them into peaces with strong hits, all while showing your bodily prowless.

Hit and Smash

You learn the Unarmed Combat fighting style. The damage you make with your unarmed strikes while not wearing a shield increases to a 3d4 + your strength modifier.

At level 7, the dice becomes (4d4). At level 10, the dice becomes (5d4). At level 15, the dice becomes (6d4). Finally, at level 18, the dice becomes (7d4).

Pull and Bash

As an action, you can force all hostile creatures in a 5ft. radius to make a strength, dexterity or constitution saving throw (you choose). On fail, the creatures receive 1d4 of bulgeoning damage per creatures who failed the save.  If only one creature failed the save, reduce its speed to 0 and it's left incapacitated until the start of your next turn. If more than one creature failed the save, they get stunned until the start of your next turn instead.

The CD for this throw is CD= 8 + your proficiency bonus + your strength modifier.

Unavoidable Smash

When you attack a creature with an unarmed strike, ignore the creatures inmunities for the attack.

Pull Farther, Bash Harder

Your Pull and Bash feature now has a range of 10 ft. and the damage die is increase to a d6. When a creature fail the savin throw, it gets pulled 5ft. in your direction as long as there is enough room for the creature.

Quick Pull

Now, you can use your Pull and Bash feature as a bonus action.

Durable Body

At the start of each of your turns, you regain hit points equal to your strength modifier + your constitution modifier. You cannot benefit from this when you have 0 hit points.

You have proficiency and adventage in your death saving throws.

At the start of your turn, if you are unconscious and have 0 hit points, you can make a constitution saving throw with CD 20. On success, you regain 1 hit point. The CD decreases by 1 for each attempt.

Unresisted Strikes

When you hit an enemy with an unarmed strike, ignore its resistances for the attack.

Iron Might

When you make an unarmed strike, you can add your constitution modifier to the attack and damage roll.

Strength of the Mighty

Now you can make the grapple action as a bonus action. You can grapple any creature regardless of their size and you do not suffer any speed penalty for grappling a creature unless it is two or more sizes bigger than you.

Pull, Bash and Grab

After using your Pull and Bash feature you can inmediatly grapple a creature who failed the saving throw.

Mighty Swings

While you are grappling a creature, you can use said creature as a weapon to make unarmed strikes. The damage die depends on the size of the creature:

  • Tiny (1d4)
  • Small (2d4)
  • Medium (3d4)
  • Big (4d4)
  • Huge (5d4)
  • Gargantuan (6d4)

The reach of this weapon is equal to the grapped creature's height.

When you attack a creature with a grappled creature, which is bigger than the objective, the attack has adventage.

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