Fighter
Base Class: Fighter

"Have you heard the story of Lord Adavanta?" Hivalgo whispered, his fists dripping a crimson liquid as he took steps towards his target, "I remember him clearly. I follow their code clearly. You call me a wolf in sheep's clothing, but I am all but that. I am the one who frees the people of Sagarun's falsehood."

Excerpt from Silence of The Hounds, a Zenitian folk tale.


 

In all cultures and beliefs, came weaponization. Some took their weaponization to a new level: The absolute control of their own bodies as vessels to either defend or destroy. The Folk Wrestler is an amalgamation of these techniques and abilities- an incredible fighter able to subdue their enemies and defend their comrades alike. A Folk Wrestler can be both a renown figure to civilization or a lowly bandit involved with crime and bloodshed. Other Folk Wrestlers can be the elderly who learned to use their opponent's power against them or a young link looking for glory in an arena championship.

The action of Folk Wrestling is usually never taken up by royalty as those who are at the top of the food chain refuse to get their physical hands dirty in combat, resorting to the usage of dexterous and finesse weaponry as a guise of lordship. These same nobles only learn the basics to unarmed combat, being bested by a vast majority of those who invested their lives in the art of unarmed prowess.

Some distant lands however accept the act of Folk Wrestling and in fact, instill it into their peoples and nobility alike. Nations of the Kara-Tur taught their martial arts as a custom to protect the weak against the ever looming threat of the strong. Those who took such fighting to a religious ideal became monks, however those who decided to forgo religion simply fought with honor.

A Folk Wrestler can be anyone, usually they boast strong a powerful ideals to either hurt others or protect them. To defend these ideals, they have trained their bodies and forced techniques into their heads and muscles, bolstering their fists to hit harder than stone itself. Some may even call them peak humanoid performance.

 

Technical Practitioner

When you choose this archetype at 3rd level, you learn techniques that are fueled by special dice called technique dice.

Technique. You learn three techniques of your choice, which are detailed under “Technique” below. Many techniques enhance 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. Every time you long rest, you can replace one technique of your choice for any others available to you.

Technique Dice. You have four technique dice, which are d8s. A technique die is expended when you use it. You regain all of your expended technique dice when you finish a short or long rest.

You gain another technique die at 7th level and one more at 15th level.

Saving Throws. Some of your techniques require your target to make a saving throw to resist the technique’s effects. The saving throw DC is calculated as follows:

Technique save DC = 8 + Your Proficiency Bonus + Your Strength Modifier

Concussive Blows

Starting at 3rd level, your Unarmed Strikes can often be included on a "Dangerous Weapons" list. Now, your Unarmed Strikes deal 1d4 + Your Strength Modifier as bludgeoning damage.

Your Unarmed Strike damage dice increases to 1d6 (Level 7), 1d8 (Level 10), 1d10 (Level 15), 1d12 (Level 18)

Techniques

These are the chosen techniques available to you when expend a technique dice.

Absorption

As a bonus action, you can expend a technique dice and double its results. The final result is added as temporary hit points until your next turn. If you are hit by a melee attack while you have these temporary hit points and you do not lose all of them, you can make an unarmed strike against your attacker.

Anticipation

As an reaction, if an ally creature 5 ft. near you is targeted by an attack, you can give that attack disadvantage and add your technique dice to the ally creature's AC.

Bullet Punch

When you make an Unarmed Strike, you can expend a technique dice and grant the Unarmed Strike advantage. If this attack hits, you can add your technique dice as Force Damage.

Choke Slam

When you make an Unarmed Strike, you can expend a technique dice and force the target to pass a Dexterity saving throw or be knocked prone.

Dayquil/Nyquil

As a reaction, when attacked by a creature, you can expend a technique dice. You can then Grapple your attacker and add your technique dice to that roll.

Disarm

When you make an Unarmed Strike, you can expend a technique dice and force your target to pass a Strength saving throw or you take their weapon. You can choose to drop it or hold it in an open hand.

Explosive Punch

When you make an Unarmed Strike, you can expend a technique dice and force all creatures in a 15 ft. cone behind your target to pass a Constitution saving throw or take your technique dice as Force Damage.

Grapple Advantage

When making the Grapple action, you can expend a technique dice to grant it advantage as well as add the technique dice to its results.

Grapple Lunge

When making the Grapple Action, you can expend a technique dice and add it to the roll. If the Grapple is successful, you can decide to move both you and your target 10 ft. in any direction without provoking opportunity attacks.

Head Smash

When making an Unarmed Strike, you can expend a technique dice to "Half-Grapple" the target. Half-Grapple works the same way a Grapple would, however you require 2 open hands. At any point when a creature is trying to break free from your grapple (or for the initial half-grapple) you can expend your technique dice and add it to the results. By the start of your next turn while you have 2 creatures grappled, you can use your action to "Head Smash" dealing 2d10 bludgeoning damage and inflicting stunned on both creatures for 1 minute.

At the start of each of their turns, they can roll a Constitution Saving Throw, removing stunned on a successful save.

Inspire

As an action, you can expend a technique dice to inspire 6 ally creatures within 30 ft. of you. On their next Saving Throw, they can choose to expend a dice equal to your technique dice and add it to their results.

Leg Sweep

When making an Unarmed Strike, you can expend a technique dice and force the creature to pass a Strength saving throw or be knocked prone.

Lethal Smash

When making an Unarmed Strike, you can expend a technique dice and force the creature to pass a Constitution saving throw or take an additional 10 points of force damage. If the target creature is prone, you can forgo advantage to get critical hits on rolls of 19 and 20 for this attack.

Lightning Reflex

As a reaction, you can expend a technique dice to reduce the damage of a ranged weapon attack by half.

Parry

As a reaction, when you are targeted by a melee weapon attack you can expend a technique dice and add its results to your AC.

Show Boat

When you make a Wisdom (Performance) check, you can expend a technique dice and add it to its results.

Sprawl

As a reaction, when you're hit by a melee attack and take more than 0 hit points of damage, you can expend a technique dice to make a Grapple check against the creature. If the creature fails, you can instead knock them prone.

Stalk

When making a Dexterity (Stealth) check, you can expend a technique dice and add it to the results.

Striker's Pin

As a bonus action, while you have a creature grappled, you can expend a technique dice and restrained them until they break free or you let go. While you are restraining your target, you are also restrained but if you are targeted by an attack, you can use your reaction to let go and become unrestrained, forcing your attacker to reroll their attack.

Takedown

While you are grappling a creature, you can expend a technique dice and deal its results as bludgeoning damage as well as knock the creature prone

Taunt

As an action, you can expend a technique dice and make a Charisma (Intimidation) check and force 1 hostile creature 30 ft. from you to pass a Wisdom saving throw (DC =  8 + Intimidation Check Results) or become charmed by you for 1 minute. During this state, they can only attack you and can only move towards you.

Throw

While you have a creature grappled, as an action, you can expend a technique dice to throw the creature 10 ft. in any direction. Upon landing, they take double your technique dice's results worth of damage, if they are thrown and hit another creature, they both take the technique dice's results as damage.

Vital Strike

While making an Unarmed Strike, you can expend a technique dice. On a critical hit, this attack does an additional 8d6 Force Damage.

Technical Absolution

Starting at 7th level, when you have a creature grappled, you can use your bonus action to make an Unarmed Strike. If you don't have proficiency in Strength (Athletics) checks, you now gain proficiency.

Rejuvenation

At 10th level, your technique dice turn into d10s.

Additionally, whenever you use Second Wind, you regain 1 Technique Dice.

Combat Resilience

Starting at 15th level, you gain resistance to Bludgeoning, Piercing, and Slashing damage from non-magical weapons.

Hero's Soul

Starting at 18th level, you gain proficiency in Dexterity Saving Throws. Whenever you are to have your movement or abilities stripped (like stunned, frightened or reduced movement speed) you can expend a technique dice to grant yourself advantage on the roll.

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