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Here’s a comprehensive presentation of the **Fistfighter** class, incorporating your provided details, organized into a well-structured format.

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## **Fistfighter Class**

### **Class Overview**
Fistfighters are rugged and experienced unarmed combatants who earn their gold and reputation through brawling in taverns and fighting pits. They rely solely on their bodies to conquer opponents, looking down upon weapons as the tools of cowards.

### **Creating a Fistfighter**
When creating a Fistfighter, consider why your character chooses to fight bare-knuckled instead of wielding weapons. Possible backgrounds might include being a dock worker, sailor, miner, or tavern bouncer, but some may have been trained in fighting clubs by veteran fistfighters.

**Quick Build**
You can make a Fistfighter quickly by following these suggestions:
- **Ability Scores:** Make Dexterity your highest score, followed by Constitution.
- **Background:** Choose the Soldier or Criminal 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 strikes, improvised weapons
- **Tools:** None
- **Saving Throws:** Dexterity, Constitution
- **Skills:** Choose two from Acrobatics, Athletics, Intimidation, Perception, and Survival

#### **Equipment**
You start with the following equipment, in addition to the equipment granted by your background:
- (a) dagger or (b) small simple weapon
- One set of common clothes
- (a) a dungeoneer's pack or (b) an explorer's pack
- Starting wealth: 2d4 x 10 gp

### **Class Table: The Fistfighter**

| Level | Proficiency Bonus | Features | Stamina |
|-------|-------------------|-----------------------|---------|
| 1st | +2 | Fistfight, Unarmored Defense | - |
| 2nd | +2 | Stamina, Precise Striking | 2 |
| 3rd | +2 | Fistfighter Style | 3 |
| 4th | +2 | Ability Score Improvement | 4 |
| 5th | +3 | Extra Attack | 5 |
| 6th | +3 | Fistfighter Style Feature | 6 |
| 7th | +3 | Brace | 7 |
| 8th | +3 | Ability Score Improvement | 8 |
| 9th | +4 | Signature Punch | 9 |
| 10th | +4 | Resilient Body | 10 |
| 11th | +4 | Fistfighter Style Feature | 11 |
| 12th | +4 | Ability Score Improvement | 12 |
| 13th | +5 | Imposing Physique | 13 |
| 14th | +5 | Get Up | 14 |
| 15th | +5 | Accurate Punches | 15 |
| 16th | +5 | Ability Score Improvement | 16 |
| 17th | +6 | Fistfighter Style Feature | 17 |
| 18th | +6 | Knockout Punch | 18 |
| 19th | +6 | Ability Score Improvement | 19 |
| 20th | +6 | Champion | 20 |

#### **Unarmored Defense**
Starting at 1st level, while not wearing armor, your Armor Class equals 10 + your Strength or Dexterity modifier + your Wisdom modifier.

#### **Fist Fight**
At 1st level, you gain the following benefits while both hands are free:
- Your unarmed strikes deal damage using a d8.
- You can use Dexterity instead of Strength for attack and damage rolls of unarmed strikes.
- When you hit a creature with an unarmed strike, you can make another attack as a reaction. This ability can’t be used again until you finish a short or long rest.

#### **Stamina**
By 2nd level, you gain Stamina points based on your Fistfighter level. You start with 2 Stamina points and earn more as you level up. You can spend these points to fuel various stamina features: Combo, Recover, and Guard.

- **Combo:** Spend 1 point to make one additional unarmed strike as a bonus action.
- **Recover:** If reduced to 0 hit points, spend 1 point to roll a hit die, recovering hit points equal to the roll at the end of your next turn.
- **Guard:** Spend 1 point to impose disadvantage on melee attacks against you until your next turn.

#### **Precise Striking**
At 2nd level, you score critical hits with unarmed strikes when you roll a 19 or 20.

#### **Fistfighter Style**
At 3rd level, choose a fighting style that grants you features at 3rd, 6th, 11th, and 17th levels.

#### **Ability Score Improvement**
At 4th level and again at 8th, 12th, 16th, and 19th levels, you can increase one ability score by 2 or two ability scores by 1, without exceeding 20.

#### **Extra Attack**
At 5th level, you can attack twice when you take the Attack action.

#### **Brace**
At 7th level, when subjected to an effect allowing a Strength or Constitution saving throw to take half damage, you take no damage if you succeed, and half damage on a failure.

#### **Signature Punch**
At 9th level, your unarmed strikes ignore resistance to non-magical damage. Choose one of the following signature punches:
- **Jab:** A quick setup punch dealing 1 + your ability modifier on a hit. Grants Advantage on your next attack until the end of your turn.
- **Haymaker:** A powerful punch dealing 1d12 damage with your unarmed strikes.

#### **Resilient Body**
At 10th level, you become resistant to bludgeoning damage from non-magical attacks and gain advantage on Constitution saving throws against exhaustion, poison, and stun effects.

#### **Imposing Physique**
At 13th level, add your Strength or Dexterity modifier to Intimidation checks and add both to Performance checks related to fighting.

#### **Get Up**
At 14th level, when reduced to 0 hit points, you remain conscious but must still make Death Saving Throws. You can spend 1 Stamina point to reroll a saving throw.

#### **Accurate Punches**
At 15th level, you score critical hits on a roll of 18 or 20.

#### **Knockout Punch**
At 18th level, landing a critical hit on an unarmed strike against a creature equal to or smaller than you knocks them prone and stuns them until the end of your next turn.

#### **Champion**
At 20th level, whenever you roll initiative, your Stamina resets to its maximum.

---

### **Fistfighter Styles**

Fistfighters choose from various fighting styles starting at level 3:

#### **Technical Style**
- **Footwork:** Gain +10 feet movement speed while wearing light or no armor. On your first turn, rush and make an unarmed strike on an opponent within your movement.
- **Punching Technique:** Learn specific punches that cause unique effects. You start with two and can learn more as you level up.

#### **Counter Style**
- **Counter Strike:** Make a counterattack when an opponent attacks you at disadvantage. Gain additional damage as you level up and regain Stamina on a critical failure.
- **Dodgy Target:** Gain the benefits of the Dodge action against an attacker when you Ready an action.
- **Evader:** No Stamina cost for your Guard feature.
- **Bob and Weave:** Make a counter strike against an attacker as a reaction each turn.

#### **Power Puncher**
- **Haymaker:** Make a power punch as a bonus action without moving. This attack has higher critical hit potential and does multiplied damage.
- **Mighty Strike:** Forgo a second strike for extra damage.
- **Devastating Punches:** Stun opponents with a failed saving throw after a Haymaker.
- **Bone Breaker:** Increase damage from critical hits with Haymakers for an hour.

---

### **Punches**

Choose from the following punches which can be used with Stamina points:
- **Chin Punch:** Target must succeed on a Constitution saving throw or be knocked prone.
- **Face Slap:** Target suffers disadvantage on their next attack against a creature other than you.
- **Feinting Punch:** Target must make an Intelligence saving throw; on a failure, they can't take reactions.
- **Liver Punch:** Target must succeed on a Constitution saving throw or cannot attack on their next turn.
- **Rib Punch:** Target may take damage each turn for 1 minute unless they succeed on saving throws.
- **Stomach Punch:** Target must succeed on a Constitution saving throw or suffer disadvantage on their next saving throw.
- **Temple Punch:** Target must succeed on a Constitution saving throw or suffers disadvantage on their attacks.

---

This organized version of the **Fistfighter** class includes all necessary details while following a structured format, making it easy to reference for players and DMs alike. Feel free to modify any section to better fit your campaign! Enjoy your adventures as a Fistfighter!
Absolutely! Here’s a custom background specifically designed for the **Fistfighter** class, that reflects their gritty lifestyle and combat-heavy experiences.

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## **Background: Pit Fighter**

### **Background Overview**
Pit Fighters are rough-and-tumble combatants who have honed their skills in the back alleys, taverns, and fighting pits of their cities. They are often survivors of a harsh life, using their fists to protect their own or to entertain others. Many have earned a reputation as feared brawlers or crowd favorites, relying on brute strength, agility, and street-smarts rather than formal training. This background lends you experience in the underground fighting circuit and a network of contacts among others in the shadows of society.

### **Skill Proficiencies**
- **Athletics**
- **Intimidation**

### **Tool Proficiencies**
- **Improvised Weapons** (you have a knack for using whatever's around you as a weapon)

### **Equipment**
You start with the following equipment, in addition to the equipment granted by your class:
- A set of common clothes
- A small pouch containing 10 GP
- A token or memento from your first major fight (a battered old belt, a medal, or a scrap of paper signed by a famous fighter)

### **Feature: Fighter's Reputation**
Your past as a pugilist gives you a certain level of notoriety. You have established a reputation in the underground fighting circles, which can open doors or create challenges. Common folk recognize your name, and you may receive either fear or respect based on your past battles. This reputation can help you gain favors or draw unwanted attention, and you can often find work as a fighter in local arenas or underground brawls.

### **Suggested Characteristics**
Roll on the **Pit Fighter Traits** table or choose from the options below to describe your personality, ideals, bonds, and flaws.

#### **Personality Traits**
1. “I can handle myself in a fight, and I’m not afraid to show it.”
2. “I see everyone as a potential opponent and keep my guard up at all times.”
3. “I have a soft spot for the downtrodden; I know how hard life can be.”
4. “I might be rough around the edges, but I have a code of honor I never break.”

#### **Ideals**
1. **Strength:** It’s not just about physical strength; it’s about standing your ground, even when everything is against you. (Any)
2. **Freedom:** I fight for those who can’t fight for themselves. (Good)
3. **Respect:** Respect is earned, not given. I will show no mercy to those who disrespect me or my profession. (Lawful)
4. **Survival:** In this world, only the strongest survive, and I will do whatever it takes to make it through. (Chaotic)

#### **Bonds**
1. “I have a brother/sister who is also a fighter. I will protect them at all costs.”
2. “I carry a token from my first fight. It reminds me where I came from.”
3. “There’s a promoter who helped me when I was down on my luck. I owe them my loyalty.”
4. “I strive to become the greatest fighter in the realm, no matter the cost.”

#### **Flaws**
1. “I’m hot-tempered and quick to enter a fight over a slight.”
2. “I can’t resist the allure of a good wager; I’ll gamble on anything.”
3. “I have a weakness for the bottle and can often be found drinking my troubles away.”
4. “I’m distrustful of nobles and their intentions; I believe they only seek to exploit me.”

---

This **Pit Fighter** background complements the **Fistfighter** class well, emphasizing themes of combat experience, street wisdom, and a blend of physical prowess with a hard-knock life. You can adjust any elements to better fit your campaign or personal character story! Enjoy your adventures!
     
 
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