Fistfighter (5e Class)
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- 1 Fistfighter
- 1.1 Fistfighter
- 1.2 Creating a Fistfighter
- 1.3 Class Features
- 1.3.1 Table: The Fistfighter
- 1.3.2 Martial Arts
- 1.3.3 Unarmored Defense
- 1.3.4 Combat Points
- 1.3.5 Second Wind
- 1.3.6 Ability Score Increase
- 1.3.7 Extra Attack
- 1.3.8 Counter Master
- 1.3.9 Action Surge
- 1.3.10 Improved Critical
- 1.3.11 Swift Rally
- 1.3.12 Recovery
- 1.3.13 Superior Combatant
- 1.3.14 Combat Maneuvers
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
As a Fistfighter you gain the following class features.
- Hit Points
You start with the following equipment, in addition to the equipment granted by your background:
- (a) dagger or (b) small simple weapon
- 1 set of clothes, common
- (a) a dungeoneer's pack or (b) an explorer's pack
- If you are using starting wealth, you have 2d4 x 10 gp in funds.
|Martial Arts||Combat Points||Features|
|1st||+2||1d4||-||Martial Arts, Unarmored Defense|
|4th||+2||1d4||4||Ability Score Improvement|
|6th||+3||1d6||6||Ability Score Increase|
|8th||+3||1d6||8||Ability Score Improvement|
|11th||+4||1d8||11||Extra Attack (2)|
|12th||+4||1d8||12||Ability Score Improvement|
|14th||+5||1d8||14||Ability Score Increase|
|16th||+5||1d8||16||Ability Score Improvement|
|17th||+6||1d10||17||Action Surge Improvement|
|19th||+6||1d10||19||Ability Score Improvement|
|20th||+6||1d10||20||Extra Attack (3)|
You gain the following benefits while you are unarmed and you aren't wearing armor or wielding a shield:
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
- You can roll 1d4 in place of the normal damage of your unarmed strike. This die changes as you gain levels, as shown in the table.
- When you use the attack action with an unarmed strike on your turn, you can make one additional unarmed strike as a bonus action.
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.
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.
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
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.
Beginning at 10th level, your weapon attacks score a critical hit on a roll of 19 or 20.
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.
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.
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.
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.
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.