Unarmed Fighter, Variant (5e Class)
Unarmed Fighter[edit]
The Unarmed Fighter, a warrior of unparalleled prowess and boundless determination, is a master of hand-to-hand combat. Unencumbered by the weight of armor or the limitations of weapons, they harness the raw power of their own body to strike down foes with unrelenting force.
Unarmed Champion of the Martial Arts[edit]
Through years of grueling training and unwavering discipline, the Unarmed fighter has honed their body into a weapon, their fists and feet perfected to a razor's edge. Their movements are fluid and graceful, each strike landing with the precision of a surgeon's scalpel. They dance through battle with a deadly elegance, defying all who dare to challenge their mastery of the martial arts.
Creating an Unarmed Fighter[edit]
When creating an unarmed fighter, ask yourself a few questions: why did you begin to train for unarmed combat? Were you a troublemaker or bouncer who learned how to fight from experience? Have you learned to fight to defend yourself from constant aggression? Are you from a family, that hold a long tradition for unarmed combat?
What style of unarmed combat did you adopt? Are you heavy and big, opting for a slower, but stronger style of fighting? Or are you agile and swift, opting for a fast and versatile style of combat?
- Quick Build
You can make a Unarmed fighter quickly by following these suggestions. First, Strength should be your highest ability score, followed by either Dexterity or Constitution. Second, choose the Soldier background.
Class Features
As a Unarmed Fighter you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Unarmed Fighter level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Unarmed Fighter level after 1st
- Proficiencies
Armor: shields
Weapons: Simple weapons
Tools:
Saving Throws: Strength, Dexterity
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Sleight of Hand, Stealth and Survival.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow and 20 bolts or (b) a shortbow and 20 arrows
- (a) a dungeoneer's pack or (b) an explorer's packs
- loose clothes, hand wraps, two daggers
- If you are using starting wealth, you have 2d4 x 10 gold pieces in funds.
Level | Proficiency Bonus |
Features | Vitality Points |
---|---|---|---|
1st | +2 | Unarmed Defense, Martial Arts, Unarmed Technique | - |
2nd | +2 | Vitality Points | 2 |
3rd | +2 | Unarmed Path, Expertise | 3 |
4th | +2 | Ability Score Improvement, Slow Fall | 4 |
5th | +3 | Extra Attack, Unarmed Technique | 5 |
6th | +3 | Unarmed Path Feature, Unarmed Mastery | 6 |
7th | +3 | Evasion, Deflect Missiles | 7 |
8th | +3 | Ability Score Improvement | 8 |
9th | +4 | Unarmed Technique | 9 |
10th | +4 | Unarmed Path Feature | 10 |
11th | +4 | Extra Attack (3) | 11 |
12th | +4 | Ability Score Improvement | 12 |
13th | +5 | Unarmed Technique | 13 |
14th | +5 | Diamond Body | 14 |
15th | +5 | Block | 15 |
16th | +5 | Ability Score Improvement | 16 |
17th | +6 | Unarmed Technique | 17 |
18th | +6 | Unarmed Path Feature | 18 |
19th | +6 | Ability Score Improvement | 19 |
20th | +6 | Extra Attack (4) | 20 |
Unarmed Defense[edit]
As long as you are not wearing any armor or carrying a shield, your armor class is 12 + your Constitution Modifier + your Strength Modifier.
Unarmed Technique[edit]
Starting at 1st level, you learn unarmed techniques that make you as lethal as an armed combatant. You learn one of the unarmed techniques described at the end of the class description, learning an additional technique at 5th, 9th, 13th and 17th levels.
If the unarmed technique requires an attack, you can use either your Strength or Dexterity modifier (whichever is higher) for that attack.
Vitality Points[edit]
At 2nd level, you have a huge dose of energy to perform physical stunts. This energy is represented by an amount of Vitality Points you have.
The amount of Vitality Points you have is shown on the Vitality Points column on the Unarmed Fighter table. Vitality Points spent are regained after finishing a short or a long rest.
You can spend your Vitality Points for your Unarmed Fighter features. You start knowing Short Sprint, but gain more features as you gain levels in this class.
- Combo
You can use 1 vitality point to use any of your unarmed techniques as a bonus action, rather than using an attack.
- Sprint
You can use 1 vitality point to double your movement speed until the end of this turn. Your movement speed is reduced by half until the end of your next turn.
- Wrestle
You can use 1 vitality point to attempt to Grapple or Shove an opponent as a bonus action.
Unarmed Paths[edit]
At 3rd level, you chose a. Choose between The way of the Iron Fist and the Way of the Swift Striker, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th and 18th level.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 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.
Slow Fall[edit]
Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your Unarmed Fighter level.
Extra Attack[edit]
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. This increases to three attacks at 11th level and four attacks at 20th level.
Unarmed Mastery[edit]
Starting at level 6th, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks.
Evasion[edit]
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Deflect Missiles[edit]
Starting at 7th level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Constitution modifier + your Unarmed Fighter level.
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 vitality point to make a ranged attack (range 20 feet/60 feet) with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a simple weapon for the attack.
Expertise[edit]
At 9th level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Diamond Body[edit]
Beginning at 14th level, your mastery of your own body grants you proficiency in all saving throws.
Additionally, whenever you make a saving throw and fail, you can spend 1 vitality point to reroll it and take the second result.
Block[edit]
At 15th level, when you are hit by an attack, you can use your reaction to halve the damage.
Unarmed Techniques[edit]
- One-Two Punch
Using an attack, if you have both hands free, you can perform two consecutive punches against the same target, each dealing bludgeoning damage equal to 1d4 + your Strength or Constitution modifier (whichever is higher) on a hit. You can only use this technique once per turn.
- Kick
You can try to kick your enemy using an attack. On a hit, you cause 1d10 + your Strength modifier (whichever is higher) bludgeoning damage, and your target is moved to an empty space of your choice within 5 feet of him.
- Takedown
You can attempt to perform a takedown on a target instead of making an attack. You can force a creature of Large size or smaller within 5 feet to make a Strength saving throw against a DC of 8 + your proficiency bonus + your Strength modifier.
On a failed save, the target is knocked prone and take 2d6 bludgeoning damage. You can forgo the damage to also grapple the target.
- Sweep
You can forgo an attack to attempt to throw your opponent off balance, causing it to fall to the ground. The creature must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your the highest between your Strength or Dexterity modifier) or is knocked prone.
You can only sweep creatures who stand on two legs.
Unarmed Paths[edit]
Path of the Iron Fist[edit]
This path emphasizes raw power and brute force. Characters who follow this path may focus on increasing their strength and durability, and may have abilities that allow them to unleash devastating blows or withstand powerful attacks.
- Stronger Punches
Starting at 3rd level, whenever you have both hands free and hit a creature with a punch, you cause 1d4 bludgeoning damage, instead of the normal damage for unarmed strikes. If you have the one-two punch technique, this damage is 1d6 instead.
The damage increases as you gain levels in this class: 1d6 (or 1d8) at 6th level, 1d8 (or 1d10) at 10th level and 1d10 (or 1d12) at 18th level.
- Immovable Object
At 6th level, you become incredibly difficult to move or knock down. You gain immunity to being knocked prone or moved against your will, and you can choose to end any effect on yourself that would cause you to move or be moved.
- Iron Will
At 10th level, you gain immunity to being frightened, and you can use your action to end one effect on yourself that is causing you to be charmed or frightened.
- Increased Bravery
At 18th level, your relentless bravery keep you going in a fight. At the start of each turn, you gain temporary hit points equal to your Constitution modifier (minimum 1).
Path of the Swift Striker[edit]
This path emphasizes speed, agility, and finesse. Characters who follow this path may specialize in quick strikes, evasion, and mobility, and may have abilities that allow them to move rapidly across the battlefield or strike at vulnerable spots on their opponents.
- Cunning Action
Starting at 3rd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
- Fluid Movement
At 6th level, you gain the ability to move through difficult terrain without penalty, and you can move along walls and ceilings at half your speed.
In addition, your speed increases by 10 feet, and this bonus in movement speed increases to 15 feet at 10th level and 20 feet at 18th level.
- Lightning Reflexes
At 10th level, you gain Advantage on Dexterity saving throws against effects you can see.
- Acrobatic Strikes
At 18th level, if you move at least 10 feet by jumping right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength or Dexterity modifier) or be knocked prone or pushed 10 feet back.
You can use this feature only once on each of your turns.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Unarmed Fighter class, you must meet these prerequisites: Strength or Dexterity 13 or higher, Constitution 13 or higher.
Proficiencies. When you multiclass into the Unarmed Fighter class, you gain the following proficiencies: simple weapons, one skill proficiency.
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