Fighter
Base Class: Fighter

focuses on punching real hard

Fists of Steel

Your fists are considered light and finesse weapons which gain flat bonuses to damage based on your AC. The damage bonus from Fists of Steel is equal to your AC-13. These bonuses extend to gauntlets you have equipped as well.

Boxers Rhythm

When you make an attack as part of an action using knuckles or with the fists of steel trait, you can immediately make another attack following the rules for two weapon fighting as part of the same attack. This attack must be against the same target as the original attack. You lose the ability to use a bonus action to make an attack using the two weapon fighting feature.

Additional Fighting Style

At 10th level you learn an additional fighting style from the fighter's options. You cannot choose a fighting style you already know.

Head Ringer

If you hit a creature with 2 attacks from gauntlets or using an unarmed strike in a single turn they are stunned for 1 turn. A creature affected by this feature can use it's reaction to recover from the effects at any time.

Stacking Blows

Hitting the same opponent multiple times causes them to take more damage. After hitting an opponent with an attack using the Fists of Steel trait your subsequent attacks get +1 to hit and +1 damage until the end of your turn.

Brawling Tactics

When you gain this feature you learn tactics that are fueled by your stamina.

Tactics- You gain 3 tactics of your choice which are detailed below. Many tactics enhance an attack in some way. You can enhance an attack with only 1 tactic. You learn an additional tactic at levels 7, 10, and 15. When you learn a new tactic you can replace one tactic you know with a different one.

Tactical Dice- Each time you use a stamina point to use a tactic, you use a tactical die to determine the effectiveness of the tactic. These dice are d6's. As your gain level your tactical die increase to d8's at 10th level and d10's at 18th level.

Breakthrough

You can spend a stamina point and use a bonus action to give yourself advantage on attacks against a selected target until the end of your turn.

Defense Breaker

When you hit an opponent with an attack you can spend a stamina point to attempt to break their guard. Add your tactical die as damage to the triggering attack and reduce the target's AC by 1 for the rest of your turn. For the rest of your turn when the target takes damage they must make a Strength or Dexterity Save (your choice) vs your Tactics Save DC (8+your proficiency+your strength or dexterity). If the opponent fails their save, reduce their AC by 1.

Fists Up

You can spend a stamina point in order to take the dodge action as a bonus action. While dodging in this way any opportunity attacks you take may add your tactical die to the attack roll.

Hit and Run

After you hit an opponent with an attack you can spend a stamina point in order to take the disengage action as a bonus action.

Quick Feet

You can spend 1 stamina point to add a tactical die roll to your initiative. You can use this tactic after you roll initiative but before combat has started.

Smash and Grab

When you hit with an attack you can spend an action to use a bonus action and attempt to grapple the target of your attack. You can add your tactical die to the athletics check to grapple your target.

Uppercut

When you hit an opponent with a strike you can spend a stamina point to attempt to knock it down. Add your tactical die to the damage from that attack and you can make a shove attack against the target as a bonus action immediately.

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