Base Class: Fighter
Fighters that prefer unarmed combat, they seek to master their bodies and mould themselves into a weapon.
Using different techniques from multiple disciplines of unarmed fighting, Pugilists are diverse in combat with an array of attacks to give themselves and allies the edge.
Martial Training
When you choose this archetype at 3rd level, you learn Techniques that are fueled by special dice called Martial dice.
Techniques. You learn three Techniques of your choice, which are detailed under “Techniques” below. Many Techniques atler an attack in some way. You can use only one Technique per attack.
You learn two additional Techniques of your choice at 7th, 10th, and 15th level.
Martial Dice. You have four Martial dice, which are d8s. A Martial die is expended when you use it. You regain all of your expended Martial dice when you finish a short or long rest.
You gain another Martial die at 7th level and one more at 15th level.
Brawler
You use Strength and Dexterity for Unarmed Attacks.
Techniques
The Techniques are presented below.
Counter Strike
When another creature targets you with a melee attack, use a reaction to roll an Attack back using a Martial die for the damage.
Disarm
When you hit, you can expend one Martial die to add it to the damage and to disarm the target if it fails a STR saving throw knocking the weapon 10 feet away.
Flying Kick
When you move a minimum of 10 feet, add the Martial die to the damage roll and push the target back 10 feet on a failed Strength check.
Guard Up
As an action, add a Martial die roll to your AC until the start of your next turn.
Haymaker
When you take the Attack action on your turn, you can use a bonus action to add the damage of the Martial die roll to the attack and stun the target on a CON save of 10+ the Martial die roll.
Headbutt
You can expend one Martial die and use a bonus action to blind a target on a failed DEX save of 10+ the Martial die roll until the start of your next turn.
Pin
As an action grapple the target using either Strength or Dexterity plus a Martial die roll. If the target is Grappled all other attacks against them have advantage.
Tackle
As an action use either Strength or Dexterity plus a Martial die to knock the target prone or carry them upto half your movement speed and both you and the target fall prone, the target takes damage equal to the Martial die.
Twin Strike
Use a bonus action to attack twice using the Martial die roll for damage.
Winding Strike
As an action, cause the target to become winded, halving their movement speed and allowing them to either use a bonus action or action but not both for 1 minute on a failed Constitution save of 10+ the Martial die roll. Use the Martial die roll for the damage of this attack.
Hands of Steel
Starting at 7th level, you increase your damage output depending on the type of armour you wear. These increases are as follows:
• Light Armour - +1 damage.
• Medium Armour - +2 damage.
• Heavy Armour - +3 damage.
Also, your attacks are considered magical for the sake of overcoming resistances.
Improved Unarmed Attacks
At 10th level, your Martial dice turn into d10s. At 18th level, they turn into d12s.
Fighting Spirit
Starting at 15th level, when you roll initiative and have no Martial dice remaining, you regain one die.
Ultimate Brawler
At 18th level, your Martial dice turn into d12s.
Previous Versions
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