Fighter
Base Class: Fighter

Born from the blood and grit of underground fighting pits, The Boss subclass traces its roots to Rakan, the First Who Never Fell — a half-Kyrashi fighter whose will to endure awakened ancient runes of power. These runes, known as Conqueror, Triumph, and Tenacity, reward those who refuse to yield, turning pain and perseverance into raw strength.

Among the Kyrashi, Rakan’s legend became a sacred creed — that true power comes not from birth or magic, but from surviving every blow and rising stronger each time. Generations later, Sett embodies that same defiant spirit. Half human, half Kyrashi, he channels the ancient runes through sheer will and instinct, ruling the arena as “The Boss.”

Those who follow his path learn one truth:

“Pain forges strength, and those who never stop swinging never fall.”

Level 3: Iron Fists

Your attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20. Additionally, your fists are your weapons, hardened by countless fights.

  • Your unarmed strikes deal 2d8 bludgeoning damage. While wearing the Boss Breaker Gauntlets, all attacks deal magical damage, bypassing any resistances or immunities to non-magical damage.

  • When you hit with an unarmed strike, you may add your Strength modifier twice for damage once per turn.

Level 3: Conqueror Strike

Thanks to your athleticism, you have Advantage on Initiative rolls and Strength (Athletics) checks.

In addition, immediately after you score a Critical Hit, you can move up to half your Speed without provoking Opportunity Attacks.

When you hit a creature with an unarmed strike, you gain a Conqueror stack, up to a maximum of 3 stacks. Each stack increases your unarmed strike damage by +1.

  • If you maintain your stacks for 3 consecutive rounds, your next unarmed strike can expend all stacks to deal 1d6 bonus damage per stack and heal you for half the bonus damage dealt. This can be used up to your proficiency per long rest.

  • Stacks fade if you go a full turn without making an attack.

Grappler’s Grip

When you successfully grapple a creature, you can immediately make one unarmed strike as a bonus action. If this strike hits, the creature is restrained until the start of your next turn.
Additionally, creatures grappled by you have disadvantage on attacks against anyone but you. This can only be used once per longrest.

Level 15: Haymaker

Haymaker

Haymaker

When you take the Attack action, you can replace one of your attacks with a Haymaker — a massive, charged punch that channels all your rage, making you unable to use an action, bonus action, reaction, or special until the start of your next turn.

  • The attack deals 4d10 bludgeoning damage to one creature within 5 feet, and half damage in a 10-foot cone behind it (as shockwave damage).

  • This ignores resistance to nonmagical bludgeoning damage.

Rune-Enhanced Haymaker

For each Conqueror stack you have, add +1d4 damage to the Haymaker. 
If you are below half health, after using Haymaker, you regain temporary hit points equal to the total damage you dealt with your Conqueror stacks (whether or not the attack hits).

Level 18: Show Stopper

Death King. You have Advantage on Death Saving Throws. Moreover, when you roll 18–20 on a Death Saving Throw, you gain the benefit of rolling a 20 on it.

Heroic Champion. At the start of each of your turns, you regain Hit Points equal to 5 plus your Constitution modifier if you are [Tooltip Not Found] and have at least 1 Hit Point.

Show Stopper

You grab a Huge or smaller creature and leap into the air, crashing it into the ground with explosive force up to your movement speed.

  • As an action, make a contested Strength (Athletics) check against a creature within 5 feet. On a success, you lift and slam them into the ground, dealing 6d10 + your Strength modifier bludgeoning damage to the target and half as much to all creatures within 15 feet.

  • All creatures in the radius must make a Strength saving throw or be knocked prone.

Triumph Rune

  • You regain 2d10 hit points when reducing your main target to 0 HP.

Wolfish Reflexes

Tenacious Wolf (Legend: Tenacity Rune)

Your instincts sharpen as the fight gets rougher.

  • When you would be affected by a condition that reduces movement or imposes disadvantage (such as intimidation, frightened, stunned, paralyzed, or restrained), you can use your reaction to gain advantage on the D20.

Facebreaker

Facebreaker (with Runes)

Facebreaker

You can drive your fists into multiple foes at once. As an action, choose up to two creatures within 5 feet that are on opposite sides of you. Make a separate unarmed strike roll against each.

  • If both attacks hit, you can slam them together, dealing an additional 2d6 bludgeoning damage to each and forcing both to make a Strength saving throw (DC = 8 + your Strength mod + proficiency bonus) or be stunned until the start of your next turn.

Last Stand Fury (Last Stand Rune)

Your fury grows as your body breaks down.

  • While you are below half your hit points, your unarmed strikes deal an additional 1d6 bludgeoning damage.

  • This increases to 2d6 at level 15.

Previous Versions

Name Date Modified Views Adds Version Actions
10/5/2025 5:31:52 AM
11
1
--
Coming Soon
10/11/2025 5:20:51 AM
10
2
--
Coming Soon
10/11/2025 5:32:02 AM
8
1
--
Coming Soon
10/11/2025 8:07:55 PM
12
1
--
Coming Soon
10/11/2025 8:37:12 PM
14
1
--
Coming Soon
The Boss Image

Comments

Posts Quoted:
Reply
Clear All Quotes