Fighter
Base Class: Fighter

Some warriors train with the sword and shield while others might fight with a battle axe. The pugilist rarely fights with weapons, preferring their fists instead. Though many would compare Pugilist to monks who also study unarmed martial arts, important distinctions exist.

While monks achieve their abilities through years of rigid, organized training and through supernatural techniques, Pugilists tend to be self-taught, or learn from traveling masters in their own style. In many ways, Pugilist resemble Fighters more than monks, and indeed many regions that produce Fighters are likely to produce a good number of Pugilists as well.

Pugilism

Beginning when you choose this archetype at 3rd level, your experience in hand to hand combat gives you a keen understanding of how to combat others. You gain the following benefits while you are unarmed and you aren't wearing armor or wielding a shield:

- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.

- You can roll a d6 in place of the normal damage of your unarmed strike. This die increases to a d8 once you reach 10th level, and a d10 at 18th level.

- When you use the Attack action with an unarmed strike, you can make an additional unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

Unarmored Defense

Beginning at 3rd level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.

Specialized Fighting Style

At 7th level, your constant use of hand to hand combat has shaped your fighting style. Choose two of the following styles:

Combo

Immediately after you take the attack action on your turn, you can make two unarmed strikes as a bonus action. You cannot use this feature if you took 10 damage or more since your last turn or if you didn't attack with an unarmed strike this turn.

Heavy Hitting

As a bonus action, you enter a state of ferocity and gain +2 damage on every unarmed attack you make until the end of your turn. You cannot use this feature if you took less than 10 damage since your last turn.

Iron Jaw

As a bonus action, gain a +4 bonus to AC until the start of your next turn. You cannot use this feature if you used your reaction since your last turn.

Quick Feet

As a bonus action, you can use the Disengage Action. You cannot use this feature if you move with the move action for more than 15ft this turn.

Shake it Off

As your reaction, you can take half damage on an unarmed strike or natural weapon against you. You cannot use this feature if you took damage since your last turn.

Keep it Going

Starting at 10th level, if you take damage that would drop you to 0, you can immediately regain health equal to 1d10 + your Constitution modifier + your fighter level. Once you use this feature, you must finish a long rest before you can use it again.

Powerful Strikes

At 15th level, you can choose at the start of each turn to use this feature, if you do it affects you until the start of your next turn. You gain disadvantage on every attack and gain 10 additional damage on every successful attack.

Going the Distance

At 18th level, you become near impossible to keep down. As long as you are at half health or less, you gain resistance to bludgeoning, piercing, and slashing damage.

Previous Versions

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Pugilist Image

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