Base Class: Fighter
A fighter who is much at home in a tavern brawl as a battlefield.
Moxie
Your time spent in the Fighting Pits has given you mastery over unconventional weaponry. Beginning at 3rd level when you choose this archetype, you gain the following benefits:
- Proficiency with Unarmed Strikes and Improvised Weapons. You deal a d6 with these weapons.
- You gain Moxie Points to your Fighter Level. You can spend these points on various class abilities. You regain Moxie Points on a short or long rest.
- When you make an attack with a simple weapon or improvised weapon, as a bonus action you can use one of the following
- Low Blow- You can spend a Moxie point to force a creature you hit with a simple or improvised weapon to make a strength saving throw or be knocked prone.
- Bob and Weave- You can spend a Moxie point to use the disengage action
- Buckle-Down- You can spend a Moxie point to gain 1d6 + your Constitution modifier temporary hit points.
- Pin- make a grapple attack against a creature you hit.
Stick and Move
At 6th level, You gain the following reactions.
- Roll with The Punches- When you are hit with a weapon attack that you can see, you can spend 1 moxie points to reduce the damage by half.
- Cross Counter- When a creature within 5ft of you attacks, you can spend 1 moxie points to make a single attack against that creature.
- Dig Deep- If an attack would drop you to zero hit points, you can spend 2 moxie points to have it reduce you to 1 instead. You cannot use this again until you finish a long rest.
- Quick Pin - When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction and spend 1 moxie point to make a grapple attack instead of an opportunity attack.
King of The Ring
Starting at 10th Level, When there are 2 or more hostile creatures within 5ft of you you gain +2 to your AC. Additionally, you damage dice on your unarmed strikes and improvised weapons increase to a d8.
Tenacious
Starting at 15th level, when you knock a hostile creature to zero hit points, or when you land a critical hit on a creature, you regain one Moxie Point
Crowd Pleaser
Starting at 18th level, you create a signature move that you can use while you have adopted your alternate persona. Give your signature move a name and a description. You can replace one of your attacks on your turn with this signature move.
When you use your signature move, you can jump in any direction up to your movement speed, make an attack roll with against a creature in your reach and, if you hit, the attack is a critical hit and the creature is stunned until the end of your next turn.
If you hit with your signature move, you must finish a long rest before you can use it again. If you miss with your signature move, you regain the use of it after 1 minute.
Previous Versions
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