Fighter
Base Class: Fighter

They who are of the archetypal Facebreaker do as they should for themself, and one true purpose worth breaking faces over. All others in the crowd do not understand the very hard life you have had to endure just to reach the spot where you are, and all that is at stake to maintain the very reputation you have built up in every underground fight pit you are renowned in for you Facebreaking status. Regardless of the many mugs you have had to eradicate to keep that in line, you have an inspiration. 

Your guide. Your home away from the home underground beating people to death with your bear hands. Could it be your lone, single mother who took care of you all her life and is now ill and in need of the money for care? Perhaps your kids, however many, with so many mouths to feed, you can't turn back on that responsibility now! Maybe even a lover, the light of your heart, who has no clue that coming from with scratches and a broken nose wasn't just some hooligan at the tavern you definitely don't work at.

In any case, you break faces. Plain and simple. You prefer one good punch for the warning, and then giving them the noggin roller with the one free arm before they tap out and you take your gains before anyone else can dare to argue. You have no affinity for any weapon that isn't a brass knuckle and doesn't help you punch harder. Even then, there is no cheating in the pits. Just punching, and reminding people who the boss is!

Level 3: Money-Maker Mug

When you choose this archetype at 3rd level, you gain a physical feature as an indisputable sign of who you are and where you work. One if your parents was of a species that gave you a noticeable physicality people can't possible miss.

Around members of the underground fighting ring, if you do not make an attempt to conceal your identity, you fail any check made to conceal (Stealth) or deceive (Deception) others about your identity. You gain one of the five following options as a Racial Trait listed below: Ears of the Lycanthrope, Horns of the Infernal, Stature of the Giants.

Catchphrase: As a big brute that likes to put on a show. When you choose this Archetype at 3rd Level, you select a go to phrase, pose, or performance related show boat. You gain one Catchphrase Slot. You may expend this slot as a reaction to reducing an enemy creatures Hit Points to 0. Enemy creatures within 60 feet that can see or hear you (depending on the phrase) must make a CHA Saving Throw with a DC of 8 + proficiency bonus + Charisma Modifier. On a failed save, creatures who witnessed your badassery are feared until their next turn. You regain this Catchphrase Slot after a Long Rest.

Ears of the Lycanthrope

You possess hound-like ears of the Lycanthrope Race.

Horns of the Infernal

You gain infernal horns of the Tiefling Race.

Stature of the Giants

You possess 1d4 feet additional height of the Giant Race.

Heavy Hands

The only weapons you have needed, and ever will need, are the weapons attached to your wrists. Your fists! Your fists have become deadly tools that have won you many a fight, and you aren't willing to start losing any thus far. If you carry a weapon in your hands, of any kind, you do not gain any features of the Facebreaker class. Items that function as partial armor, (i.e. Brass Knuckles or Gauntlets), do not count towards this, and you are treated as unarmed, even when wielding them.

Favorite Fist: Both of your fists hit with plenty of force, but everyone has a favorite hand. When you take this Archetype at 3rd Level, you have mastered the art of a Left Jab Punch, and Right Cross Punch, which are your signature swings. When you make an Unarmed Melee attack against a creature within 5 feet, on hit, your melee attack hits twice. Your Left Jab will always deal normal, bludgeoning damage, while your Right Cross will always deals slightly more damage. On a Critical Strike, you deal double damage, but only the Right Cross gains additional damage from a Critical Strike. 

Left Jab Punch: You make a melee attack with your left fist to deal 1d4 bludgeoning damage with a range of 5 feet. Left Jab cannot gain benefits of a Critical Strike.

Right Cross Punch: You make a melee attack with your right fist to deal 1d8 bludgeoning damage with a range of 5 feet. On a Critical Strike, Damage is doubled.

Big Swing: If there is more than one target within 5 feet of you when you make an Melee Attack roll with Heavy Hands, you may allocate each punch to a different target, but you must roll for each hand separately.

When you reach 7th, 12th, and 17th Level, you add 1d4 to your Left Jab damage, and 1d8 to your Right Cross Damage.

Pit Grit

When you choose this Archetype at 3rd Level, you have learned to bounce back, even if you have taken a detrimental hit. If you take damage that would reduce your health below half of its Maximum, you may use Heart of the Half-Beast as a Reaction, and gain the following Effects.

Heart of the Half-Beast: As a reaction, when your HP is reduced below half, you roll 1d8. You gain that much in temporary HP. If you do not take damage until your next turn, the temporary HP disappears, and you heal HP equal to the original amount. If you take any damage, you do not regain any health and the left over temporary HP disappears.

When you reach 5th and 10th Level, you add on 1d8 additional to your roll for Heart of the Half-Beast. You may only use Heart of the Half-Beast once per Long Rest.

Knuckle Down

You aren't one to shy away from solving problems with your fists. The more distance people put between you and your punches, the more you pursue them to give them a good rumble.

At 7th level, when you move towards a hostile creature, you gain an additional 5 feet of movement. You can only gain this movement once per turn. If the creature is not hostile, is not in combat, or poses no obvious threat, you do not gain any additional movement. Using the Dash action does not change the additional 5 feet of movement. You also gain Knuckle Down and the following effects:

Knuckle Down: When you make an Unarmed Melee attack against a hostile creature, if you moved a minimum of 35 feet before making your attack, you may add your proficiency modifier to your Melee Attack roll.

Haymaker

You have taught yourself to punch with such a force, the very whiff of air it creates alone can be felt. And felt hard. You charge up a thrust and recklessly swinging you arm as if it were a sword.

Haymaker: At 7th Level, as an Action, you can deliver to a creature within range, the Haymaker. You make a Melee Attack, with a range of 10 feet. On hit, the creature is dealt 2d6 thunder damage. Enemies in a line of 30 feet behind the first must make a STR Saving Throw of 8 + proficiency bonus + Strength Modifier. On a failed save, the creature takes 1d4 thunder damage and are knocked prone. On a successful save, the creature takes no damage. If Haymaker Critical Strikes, creatures take damage but are not knocked prone, and you regain one use of Haymaker.

When you reach 13th and 19th Level, Haymaker's damage to the initial target increases by 1d6. You can use the effect of Haymaker up to your Constitution Modifier per day. These reset after a Long Rest. 

Signature Flex

At 10th Level, you may choose one of the following Signature Flexes, and you gain its effects while in combat. 

Dynamic Display

A creature that is afflicted by a debuff you caused takes 1d6 damage at the start of their next turn.

Euphonious Uproar

When a creature makes an attack roll that Critically Strikes against you, you may reduce the damage taken by 1d6.

Omnivamp Influence

When you roll a Critical Strike for an Unarmed Melee Attack, you heal 1d6 HP.

Facebreaker

Enough said. Your fists speak for themselves. You break faces.

At 15th Level, you gain the following effects:

Facebreaker: As an Action, you can target two hostile creatures, each must be within 5 feet of you. Each target must make a STR Saving Throw of 8 + proficiency bonus + Strength Modifier. Depending on who succeeds and who fails, Facebreaker's results change.

  • Two Failed Saves: Both creatures are pulled to the nearest adjacent space in front of you and are slammed together. Each creature takes 2d12 thunder damage, and is stunned. They must pass a DC Saving Throw of 8 + proficiency bonus + Strength Modifier, on their next turn, or remain stunned.
  • One Failed Save: One creature is pulled into the nearest space next to the target who passed, slamming them together. The failing creature takes 1d10 thunder damage. The succeeding creature takes no damage, but is knocked back 10 feet.
  • No Failed Saves: Both creatures are knocked back 10 feet and take no damage. 

The damage dealt for Two Failed Saves is increased by 1d12 at 17th, and 20th Level.

The Show Stopper

You have taught yourself the one true move to bring the house down. You have mastered the ultimate move which can take anyone down.

At 18th Level, as an action, you can perform The Showstopper once per Long Rest. 

The Show Stopper: As an Action, you leap 10 feet and grapple a hostile enemy Large or lower size class. Once grappled, you leap into the air 20 feet, and dazzle onlookers with a swing, a flip, or any stylization of your choosing before landing 10 feet away from where you grappled, slamming the creature into the ground. The grappled creature, and all creatures within 15 feet of you make a DEX Saving Throw of 8 + proficiency bonus + Dexterity Modifier.

On a failed save, the grappled creature takes 6d12 thunder damage, and is stunned. Creatures that were not grappled within range take half damage, and are knocked back 10 feet. If the Showstopper is used to reduce an enemy to 0 HP, you may immediately, as a bonus action, take it again with range of 5 feet instead, once. On a critically failed save, a circle of rough terrain with a radius of 15 feet is created around you. On a successful save, the grappled creature takes 3d12 thunder damage, and is knocked prone. Creatures that were not grappled within range take no damage and are knocked back 5 feet.

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