Fighter
Base Class: Fighter

You may have practice with the majority of weapons known to humanoids, but you prefer the weapon you can't misplace, your fists. Your focus and determination have steeled your knuckles and nerves, letting you keep pace with armed combatants on equal footing.

Level 3: Bonus Proficiency

At 3rd level, you gain proficiency in the Intimidation skill if you didn't already have it, and you may use your Strength Modifier in place of Charisma when making Intimidation checks.

Level 3: Fist Fighter

When you choose this archetype at 3rd level you gain the Unarmed Fighting Style. If you already have this Fighting Style you may choose a second Style and gain its benefits. You also
gain proficiency in Improvised Weapons.

Level 3: Breakthrough Punch

At 3rd level, when you are hit by a Melee Attack, you can use your Reaction to attempt to intercept the attack by punching it.
When you use Breakthrough Punch, make an Unarmed Strike against the enemies attack roll. If you beat their roll you negate the damage entirely. If you negate the damage, you may follow through with your punch to strike the enemy, as long as they are within your reach and your attack roll beats their AC. This damage is equal to 2 rolls of your unarmed damage dice plus modifier. You can follow through with Breakthrough Punch a number of times equal to your Proficiency Bonus, replenishing uses when you complete a Long Rest.

Level 3: Bull Rush

At 3rd level, when you take the Dash Action and you end your movement within melee range of an enemy, you may make an Unarmed Strike OR Shove Attack as part of that same action.
You may only use Bull Rush once per turn.

Level 7: Ground Work

At 7th level, you have experience brawling on the ground.
If you have the Prone condition, your Melee Attacks are not made with disadvantage, and Melee Attacks against you are no longer made at advantage.
In addition, if you are grappling an opponent, you may make 2 unarmed strikes against that creature as a Bonus Action.

Level 10: Dominating Presence

At 10th level, in the throes of combat you gain energy by exerting the strength of your presence upon others.
As a Bonus Action on your turn you can threaten an enemy that can see you. Make an Intimidation check against that enemies passive Insight. On success, the target is Frightened of you until the end of your next turn. In addition, you have advantage on any Athletics checks made until the start of your next turn. If the target succeeds the save there is no effect, and you do not expend a use of Dominating Presence. Once a creature has failed a save against this feature, any further attempts to dominate the same creature are made at disadvantage. If a creature is immune to the Frightened condition, you can still use Dominating Presence, but the target is not considered Frightened if they fail.
You may use this feature a number of times equal to your Strength Modifier, and you regain all uses when you complete a Long Rest.

Level 15: Calloused Knuckles

At 15th level, all instances of damage dice granted by the Unarmed Fighting Style increase by 1 step (d4 to d6, d6 to d8, and d8 to d10).

Level 15: Dominator

At 15th level, when you use your Dominating Presence and are successful, you regain hit points equal to your Constitution modifier.

Level 18: Hardened Fists

At 18th level, all instances of damage dice granted by the Unarmed Fighting Style increase by 1 additional step.

Level 18: Moxie

At 18th level, as long as you are conscious, you gain 10 temporary hit points at the start of each of your turns. These temporary hit points do not stack.

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