Fistfighter (5e Class)

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Fistfighter


Fistfighter


Creating a Fistfighter

Why is it you choose to use your fists instead of an axe? Why beat and punch instead of hack and slash or sling fire? Why is it that you made your hands a weapon instead of relying on pieces of metal?

Quick Build

You can make a fistfighter quickly by following these suggestions. First Dexterity should be your highest ability score, followed by Constitution. Second, choose the <!-background name-> background.

Class Features

As a Fistfighter you gain the following class features.

Hit Points

Hit Dice: 1d10 per Fistfighter level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Fistfighter level after 1st

Proficiencies

Armor: light armor
Weapons: Unarmed, Improvised Weapons
Tools: None
Saving Throws: Dexterity, Constitution
Skills: Choose two skills from Acrobatics, Athletics, Intimidation, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Fistfighter

LevelProficiency
Bonus
Martial ArtsCombat PointsFeatures
1st+21d4-Martial Arts, Unarmored Defense
2nd+21d42Combat Points
3rd+21d43Second Wind
4th+21d44Ability Score Improvement
5th+31d65Extra Attack
6th+31d66Ability Score Increase
7th+31d67Counter Master
8th+31d68Ability Score Improvement
9th+41d69Action Surge
10th+41d610Improved Critical
11th+41d811Extra Attack (2)
12th+41d812Ability Score Improvement
13th+51d813Swift Rally
14th+51d814Ability Score Increase
15th+51d815Recovery
16th+51d816Ability Score Improvement
17th+61d1017Action Surge Improvement
18th+61d1018Superior Combatant
19th+61d1019Ability Score Improvement
20th+61d1020Extra Attack (3)

Martial Arts

You gain the following benefits while you are unarmed and you aren't wearing armor or wielding a shield:

Unarmored Defense

When you are not wearing armor, your AC equals 10 + your Dexterity modifier + your Constitution modifier

Combat Points

Starting at 2nd level, your training allows you to perform powerful combat maneuvers. Your ability to do this is represented by a number of combat points. Your Fist fighter level determines the number of points you have. The combat maneuvers can be found at the end of the class description.

When you spend a combat point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended points back to yourself.

Second Wind

Starting at 3rd level, you have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fistfighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

Ability Score Increase

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class, and to four when you reach 20th level in this class

Counter Master

Beginning at 7th level, if an enemy misses you by two (for example, if your AC is 15 and the enemy rolls a 13), you can make an unarmed strike as a reaction.

Action Surge

Starting at 9th level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Improved Critical

Beginning at 10th level, your weapon attacks score a critical hit on a roll of 19 or 20.

Swift Rally

Beginning at 13th level, your mastery in combat grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 combat point to reroll it and take the second result.

Recovery

Beginning at 15th level, you can use your turn to regain 1d4-1 combat points. This ability can only be used while in combat, and it takes up your action and bonus action. While you are regaining combat points, enemies have advantage on attack rolls against you.

Superior Combatant

At 18th level, you are now a master of unarmed combat. You have learned both to avoid and to take a hit, and any miss is greeted by a lightning-quick counter. You gain the following benefits:

  • You can counter when an enemy misses you by 5 or less
  • You gain resistance to bludgeoning from nonmagical weapons & unarmed strikes.
  • Your AC is increased by 2.

Combat Maneuvers

Flurry of Blows- Immediately after you take the attack action on your turn, you can spend 1 combat point to make two unarmed strikes as a bonus action.

Uppercut- As an action, you can spend 1 combat point to make an unarmed strike. If this attack succeeds, the opponent must make a DC 8 Strength saving throw or be thrown back 2 feet and knocked prone.

Disarm- By expending 1 combat point, you can attempt to disarm your opponent. Roll a DC 10 Strength or Dexterity check. On a success, the enemy drops their weapon. On a failure, the enemy can make an attack against you with advantage.

Parry/ Counter- As an action, you can expend 1 combat point to raise your AC by 2 until the next time you are attacked. If the attack does not hit you, you can make an unarmed counter as a part of your reaction.

At 7th level, you can make two attacks, instead of one.

Patient Defense- You can spend 1 combat point to take the dodge action as a bonus action on your turn.

Snap- As a reaction, you can expend 2 combat points to try to break an attacker's arm or leg. If the attacker misses you, you can roll to grapple them (Athletics contested by their Athletics or Acrobatics). If you succeed, you can then roll a DC 14 Strength check. On a success, the opponent's limb breaks, dealing damage equal to 10 + Strength Modifier and rendering the enemy unable to use that limb.

Knockout Blow- By expending 3 combat points, you can make an unarmed strike with advantage. If the target is Medium or smaller, it must make a DC 5 Constitution saving throw or be knocked unconscious for one minute.

If the enemy has 15 or fewer hit points, it is knocked out immediately, without rolling a saving throw.


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