Base Class: Fighter
Hardened melee fighters equally at home in the chaos of a battlefield or a seedy back-alley, they wield their two natural weapons with fatal proficiency.
Marked for Pain
Starting at 3rd level, you have 4 charges of "Bruiser's Mark" that you can expend for various maneuvers and any expended Bruiser's Marks reset on a short or long rest. As you gain Extra Attacks, you can exchange any number of attacks for Bruiser maneuvers.
Some maneuvers might also require a saving throw from enemies. For these moves your save DC = 8 + your proficiency bonus + your Strength modifier.
The number of Bruiser's Marks increases by 1 at 7th, 12th, and 17th level.
Use What You Have
Starting at 3rd level, you gain proficiency in unarmed strikes and they become a d6 bludgeoning natural weapon. You can choose to apply either Strength or Dexterity to its attack and damage rolls (must choose the same for both attack and damage). You can additionally make an additional unarmed strike with a bonus action.
You also learn two maneuvers: "Quick Jabs" and "Haymaker". When you gain access to Extra Attacks, these maneuvers can be used in place of any number of attacks.
Haymaker. If your last attack hit an enemy, you can expend a Bruiser's Mark to make a bonus action unarmed strike with -5 penalty to hit but deals 1d8 bludgeoning damage plus half your fighter level, rounded up.
Quick Jabs. You can expend one Bruiser's Mark to make two quick strikes. The attack gains +5 to hit but deals 2d4 bludgeoning damage with half your Strength or Dexterity modifier, rounded down, added to damage instead of normal, Bruiser unarmed damage.
Powerful Presence
Starting at 7th level, your (Charisma)Intimidation checks are now (Strength)Intimidation checks and these checks gain double proficiency bonus.
Additionally, you gain the maneuver: Flooring Strike.
Flooring Strike. When before or after making an attack roll but before the results have been revealed, you can expend a Bruiser's Mark. The targeted enemy must beat your save DC or be knocked prone and stunned until the start of their next turn.
Well-Conditioned
Starting at 10th level, while in combat and while you have at least 1 use of Second Wind still available, you gain a number of hit points equal to your Constitution modifier (minimum of 1 hit point) at the start of your turn. If the hit points gained would put you over your maximum hit points, the remainder is applied as temporary hit points.
Additionally, you gain the maneuver: "Bracing Breath".
Bracing Breath. You can expend a Bruiser's Mark to gain a bonus to your AC equal to your Constitution modifier until the start of your next turn.
Steel Grip
You gain double proficiency bonus on (Strength)Athletics checks specifically when grappling creatures.
Additionally, you may attempt to grapple two creatures, although the second Grapple action is made at disadvantage. Alternatively you may attempt to Grapple a single creature up to two sizes larger than you. Grappling two creatures or a creature two sizes larger than you does not impede your ability to attack them.
Storm of Blows
Before you take your Attack action, you can choose to use a Bruiser's Mark to tag an enemy until the end of your current turn. Whenever you hit that tagged enemy, the threshold to land a critical hit is lowered by one. If you miss an attack, the threshold resets to a die roll of 20.
Previous Versions
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11/10/2021 5:02:11 AM
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