Street Brawler (5e Subclass)
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Fighter: Street Brawler
Instead of undergoing formal training as a soldier, servant of a noble house or squire of a famous knight, Street Brawlers have trained they martial abilities out on the world. They usually come from lower social ranks of society such as miners, loaders, and tavern bouncers. Striving for a better life, some become mercenaries, earning gold fighting wars of nobles for them; others become brutish criminals, running their guilds through blood and fists; or resort to a life on the pit, fighting for glory, life and gold.
At 3rd level, your life in the streets have taught you a thing or two. You gain one tool proficiency of your choice. In addition, whenever you are in a urban environment, you gain advantage on Survival, Investigation and Stealth checks.
Beginning at 3rd, you learn how to use your body as a lethal weapon. You gain the following benefits:
Unarmed Strikes. Your unarmed strikes and attacks with fist weapons can deal bludgeoning damage equal to 1d4, increasing according with the table bellow. When you take the attack action, if you only perform unarmed strikes, you can use your bonus action to make an additional unarmed strike.
|Fighter Level||Unarmed Strike Damage|
When you chose this archetype at the 3rd level, you learn how to deliver a powerful blow with your melee attacks. When you hit a creature, you can chose to add 1d8 to the damage of that attack. The size of this additional damage die increases to 1d10, at level 10th and to a 1d12 at level 18th.
You can use this feature a number of times equal to your Strength modifier (minimum once). You regain all expended uses on a short or long rest.
Starting at the 7th level, your life on the streets turn you into a tougher man. You gain advantage on Constitution checks and you add can your Constitution modifier to your Strength rolls and saving throws.
In addition, your unarmed strikes now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
At the 10th level, you can make a charge of adrenaline run throw your veins, enhancing your power. As a bonus action on your turn, you can enter in the Ferocious Adrenaline state, lasting until the end of your next turn. It ends early if you are knocked unconscious.
While this feature is active, you gain the following benefits:
Furious Fist. In each of your turns, you can add your smashing strike die to the damage of your unarmed strikes.
Pain Makes Me Angry. When another creature damages you with a melee attack, you can use your reaction to make an unarmed attack against that creature.
You can use this feature a number of times equal to your Constitution modifier (minimum once). You regain all expended uses on a long rest.
Starting at 15th level, you can try to smash your opponents bones with a powerful blow. Once on your turns, you can forgo an attack to make an special unarmed strike. Instead of dealing damage, on a successful attack you inflict one level of exhaustion on a creature. That creature must make Constitution saving throw against the DC = 8 + your proficiency bonus + your Strength modifier to avoid this effect.
In addition, when you roll initiative and have no Smashing Strike remaining, you regain 1 use.
Starting at the 18h level, you have mastered your limits and overcame them. At the start of each of your turns in combat, you regain hit points equal to 5 + your Constitution modifier (minimum of 1 hit point). You don’t gain this benefit if you have 0 hit points or if you have more than half of your hit points left.