Fighter
Base Class: Fighter

Drayven tosses a bag of finely ground chalk briefly into the air before snatching it back, letting the powder coat his hands. He leaps into the ring before him, deflecting a blow with his open hand and striking with the other. He shifts his stance and follows with two more heavy swings before knocking his opponent out of the ring with a vicious kick. Drayven turns to see another opponent and presses onward, wrapping his arms around the man's head. Seconds later, he applies pressure and watches as the life leaves the suffocating man's eyes.

Glory and pride are what the Brawler holds closest to it's heart. Brawlers look down on those that would call themselves fighters but refuse to use their own hands to get the job done. Brawlers rely on unarmed strikes, grapples, and holds to dominate the battlefield and subjugate their enemies.

Unarmed Fighting Stance

Brawlers shift their centers of balance and prepare themselves before launching an attack. At the beginning of each of your turns, you may choose to utilize an Unarmed Fighting Stance. While making an attack, your body is considered a weapon.

Beginning when you choose this archetype at 3rd level, you learn the following Unarmed Fighting Stances.

Brutal Slugger. Your body is considered a weapon possessing the heavy and two-handed quality. Your unarmed attacks deal 2d6 damage.

Quick Hitter. Each part of your body is considered a separate weapon possessing the light and finesse quality. Your unarmed attacks deal 1d6 damage.

Guarded Striker. Your body is considered a weapon possessing the finesse quality. Your unarmed attacks deal 1d8 damage. While in this fighting stance, you gain a +2 to your AC.

Man Handler

When you successfully start a grapple, you can deal an extra d4 bludgeoning damage to the grappled creature. When a grappled creature attempts to break your grapple and fails, it takes this damage again. At level 7, this die becomes a d6. At level 10 it becomes a d8. At level 15, it becomes a d10, and at level 18, it becomes a d12.

Unarmed and Unarmored

You have honed your body to a state of physical prowess and trained it to near perfection. You are able to block and dodge oncoming attacks by instinct. When you choose this Archtype at 3rd level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Strength modifier.

Devestating Strike

Starting at 7th level, you can use your bonus action to perform a devastating attack based on your fighting stance.

Heavy Hitter: Staggering Impact. You perform a powerful sweeping attack, knocking an enemy off their feet. Make an unarmed attack on a creature. On a hit, the creature is knocked prone.

Quick Hitter: Torrential Blows. You rain a flurry of blows on the enemy, disorienting them. Make two unarmed attacks on a creature. On a hit, you have advantage on attacks against that creature until the end of your next turn.

Guarded Striker:  Precision Strike. You carefully target a creatures pressure points, temporarily stifling the flow of energy through the creature's body. Make an unarmed attack on a creature. One a hit, the creature cannot use spells or spell-like abilities until the end of your next turn.

 

Battle-forged Body

Starting at 7th level, your unarmed attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks and damage.

At 10th level, your bones and muscles become harder than iron, adding additional force to each of your strikes. Your unarmed attacks have a +1 bonus to attack and damage rolls.

At 15th level, your bones and muscles become harder than steel, adding additional force to each of your strikes. Your unarmed attacks have a +2 bonus to attack and damage rolls and you can choose between dealing bludgeoning damage or piercing damage.

At 18th level, your bones and muscles become harder than adamantine, adding additional force to each of your strikes. Your unarmed attacks have a +3 bonus to attack and damage rolls and you can choose between dealing bludgeoning damage, piercing damage or slashing damage. Additionally, whenever you hit an object with an unarmed attack, the hit is a critical hit.

Master Grappler

Starting at level 10, you can now grapple creatures of any size. When you succeed on a grapple check against a huge or larger creature, it's speed is not reduced. Creatures grappled in this manner have disadvantage on attack rolls against you and you have advantage on attack rolls, checks, and saving throws against the creature.

Additionally, while grappling a creature of large or smaller size, you can use your action to choke it. Make a grapple check on a creature you are grappling. On a success, the creature is now suffocating. The creature remains suffocating until the grapple has ended.

When a creature is suffocating, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can't regain hit points or be stabilized until it can breathe again.

Crowd Pleasers

Starting at 10th level, you master brawling against superior numbers, gaining additional abilities based on your current fighting stance.

Heavy Hitter: Your melee attacks can deal damage to all enemies in a 5' cone.

Quick Hitter: Your movement does not provoke opportunity attacks.

Guarded Striker: When there is more than one enemy within 30 feet of you, you gain +1 AC for each additional enemy up to a maximum of +3.

Brawlers Physique

Your training has improved your body to the pinnacle of what a mortal is capable of. Starting at 15th level, you gain proficiency in Dexterity saving throws and your proficiency bonus is doubled for any ability check that uses the Acrobatics or Athletics skills.

Momentum Breakers

Starting at 18th level, you can center all of your focus and perform a potentially devastating ability based on your fighting stance. After using one of these abilities, you cannot use any of them again until you complete a short or long rest and they cannot be used on the same turn as action surge.

Heavy Hitter: Brutal Impact.  Using both your bonus action and your action, you can charge a powerful attack directed at a single enemy. Make an attack against an enemy, on a hit, you deal d100 bludgeoning damage to the enemy.

Quick Hitter: Ascending Strikes. Using your bonus action, you  increase your damage die to a d8 until the end of your turn. On each successful attack you make this turn, increase your damage die an additional size. If all of your attacks are successful, the last enemy struck by your attacks must make a constitution saving throw, or be stunned until the end of your next turn.

Guarded Striker: Mirror's Edge When an enemy deals melee or ranged damage to you, you can use your reaction to forgo taking the damage and instead reflect it to another creature you can see.

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