Base Class: Fighter
Most fighters learned their skills in a dojo, a barracks, or with a master combatant, but there are those who learn from back alley tussles, tavern brawls, and bouts in the ring. You may be able to show someone how to swing a sword or knock a bow, but you just can’t teach what it takes to be a pugilist. Pugilists know a fight isn’t about flashy moves or ancient techniques, it’s just about putting the other guy down first.
Knuckle Breaker
When you choose this discipline at 3rd level, years of fighting have given you a mastery over the chaotic and violent pace of combat. You are especially effective at using your fists and legs. Each of your fists is considered a one-handed light melee weapon. When you hit a target with an unarmed strike, the damage roll is 1d6 + your Strength modifier.
At 15th level, your unarmed strikes deal 1d8 + your Strength modifier.
Fight Club
Starting at 3rd level, when choosing this archetype, your talents in the ring have culminated in prolific combat skills. Choose a FIght Club and gain its feature:
Featherweight
You can use the Dodge or Disengage action as a bonus action.
Heavyweight
When you hit a creature with a critical hit, you can reroll damage rolls of 1, 2, or 3. You must use the second result. You must use the second result.
Kickboxer
On your turn when you hit a creature with a melee attack, you reduce its walking speed to 0 until the start of your next turn.
Titan
While you’re wearing no armor, your AC equals 10 + your Dexterity modifier + your Strength modifier. You can still use a shield and gain this benefit.
Wrestler
When you attempt to grapple a creature, your Strength (Athletics) checks have advantage. Additionally, You can grapple as a bonus action.
The 'Ol One, Two
Starting at 7th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
Advanced Accolade
At 10th level, you gain a maneuver or benefit based on the Fight Club of your choice. You can choose the same club you selected at 3rd level or a different one.
Featherweight
When a creature misses you with a melee attack, you can use your reaction to attack the creature with two unarmed strikes.
Heavyweight
On your turn, before you make a melee attack that does not already have advantage or disadvantage, you can impose disadvantage on the attack. If this attack hits, it is considered a critical hit.
Kickboxer
When a creature within 5 feet of you that you can see begins and ends its turn without moving, you can use your reaction to make unarmed strikes against any number of creatures within 5 feet of you. You must make separate attack rolls for each target.
Titan
When a creature you can see begins its turn, you can use your reaction to force it to target you with all of its attacks. The creature can still use area of effect spells or abilities, but you must be a target within the area of effect.
Wrestler
While grappling a creature, you may use an unarmed strike to attempt to cripple it. On a hit, the target must make Strength saving throw equal to your Strength score. On a failure, you can either reduce the target’s AC or attack rolls, by your Strength modifier. You can use this feature once on a single target within a minute.
Work the Crowd
At 15th level, you’ve learned to rouse even the weariest of audiences. As an action, you can inspire any number of allies within 30 feet of you that can see you. Each ally you inspire gains a special d4. You must finish a short or long rest to regain this feature.
Once, within the next minute, each ally can roll the special die and add the number rolled to one ability check, attack roll, or saving throw it makes. It can wait until after it makes one of these rolls before deciding to use this special die, but must decide before the DM says whether the roll succeeds or fails. Once the die is rolled, it is lost. A creature can have only one die at a time.
King of the Ring
At 18th level, you gain a magical benefit based on the Fight Club of your choice. You can choose the same club you selected previously or a different one.
Featherweight
If you attack a creature with a melee attack as part of a reaction, your do additional damage equal to half your fighter level.
Heavyweight
During your turn, you may forgo any number of attacks to add a number of extra weapon damage dice to the first unarmed strike you hit a target with on this turn. The number of extra dice is equal to five times the total number of skipped attacks. You must finish a short or long rest to regain this feature.
Kickboxer
The first time you hit a creature with a melee attack on a turn, your unarmed strikes’ deal an additional 5 damage. This effect resets at the end of the turn.
Titan
When you are reduced to 0 hit points but not killed outright, you immediately gain temporary hit points equal to half your hit point maximum. You cannot use this feature again until you finish a short or long rest.
Wrestler
While grappling a creature, you can reroll any number of dice when making damage rolls against it. You must use the second result. Additionally, you can grapple creatures up to two sizes larger than you.
Previous Versions
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8/6/2020 2:20:02 AM
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1.0
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Coming Soon
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