Martial Archetypes Fighter Level
7th level
Unarmed Strike Damage
1d6
Different fighters choose different approaches to perfecting 10th level 1d8
their fighting prowess. The martial archetype you choose to 15th level 1d10
emulate reflects your approach. 18th level 1d12
Pugilist Close Quarters Fighting Styles
Conventional thought states that a warrior is only as good At 3rd level, you learn to utilize your traditional combat
as his weapon. For a pugilist, his weapon and his hands are training in unique ways, granting you a measure of
one and the same. Though intense physical conditioning, a flexibility better suited to your chosen path. Your chosen
pugilist strives to forge his body into the ultimate tool of Fighting Style changes in the following ways when you
war, without relying on magic or the mystical crutch of Ki. aren't wearing medium armor, heavy armor, and aren't
using a shield:
Close Quarters Combat
Starting when you choose this archetype at 3rd level, your Defense. You gain an additional +1 to your AC, for a
study of unarmed fighting grants you mastery of combat total of +2, and you gain this bonus even if you are not
styles utilizing such techniques. You gain the following wearing armor.
benefits when you aren't wearing medium or heavy armor Dueling. Your unarmed strikes deal +2 damage. You
or using a shield: are treated as if you are wielding a one-handed finesse
• You can use your Dexterity instead of Strength for weapon for the purposes of feats and other class abilities.
attack and damage rolls of your unarmed strikes, and Great Weapon Fighting. When rolling damage for an
you can use your Strength instead of Dexterity for unarmed strike, you can reroll any 1s or 2s. You must keep
determining your AC. the new result, even if it is a 1 or 2. You can treat unarmed
• When you take the attack action on your turn, you can strikes as attacks with two-handed heavy weapons for the
use a bonus action to attempt to grapple a creature purposes of feats and other class abilities.
within your reach. Protection. You gain the benefits of Close Quarters
Combat and Close Quarters Fighting Style while using a
• Your unarmed strikes and fist weapons deal 1d4
shield. When you take the attack action on your turn, you
damage, and deal increased damage as you gain levels in
can use a bonus action to make an additional attack with
the fighter class, as shown below:
the shield you are wielding, which deals 1d4 bludgeoning
damage.
Two-Weapon Fighting. When you take the Attack
action on your turn, you can make an additional unarmed
strike as a bonus action. You are treated as if you are
wielding two one-handed light weapons for purposes of
feats and other class abilities.
Additionally, as an action on your turn, you can choose
to replace any of your current fighting styles with a
different fighting style, though you still cannot
benefit from the same style more than once.
Starting at 7th level, you can replace your
fighting style/styles as a bonus action instead of
an action.
Intensive Training
At 7th level, your training has given you an
edge in all physical contests. Add half your
proficiency modifier to all Strength, Dexterity,
and Constitution checks that you do not
already add your proficiency modifier to.
Additionally, you can select either
Athletics or Acrobatics: you gain proficiency in this skill, opponents to ribbons. Wearing a claw gauntlet allows your
or double it if you already had proficiency. unarmed strikes to deal 1d4 points of slashing damage.
Punching dagger. This unique style of dagger consists
Knockout Blow of one or more blades attached to an H-framed handle,
At 10th level, you have learned to channel your impressive
allowing a proficient user to augment his unarmed strikes.
physical power into a single, devastating blow. When you
Wielding a punching dagger allows your unarmed strikes to
use the Attack action on your turn to make an unarmed
deal 1d4 points of piercing damage.
strike, you can forgo any additional attacks you gain from
the Extra Attack feature. For each attack you would give up
New Weapon Property
in this way, you can add two additional damage dice to Fist. You can treat attacks with this weapon as unarmed
your unarmed damage roll, and the attack is treated as strikes.
magical for the purposes of bypassing damage resistance
and immunity. You must choose to use this ability before
the attack is rolled.
Close Quarters Master
At 15th level, you've become a true master of unarmed
combat. You learn an additional Fighting Style, and you
have advantage on grappling checks against creatures of
your size or smaller. Additionally, you can attempt to
grapple creatures two size categories larger than yourself.
Focused Offense
Starting at 18th level, once per turn when you deal damage
to a creature with an unarmed strike, you can heighten your
awareness of their attacks. You gain resistance to any
damage that creature deals to you until the beginning of
your next turn.
New Weapons
Fist Weapons
Weapon Cost Damage Weight Properties
Cestus ─ 1d4 bludgeoning 2 lb. Fist
Punching Dagger ─ 1d4 piercing 2 lb. Fist
Claw Gauntlet ─ 1d4 slashing 2 lb. Fist
Cestus. A cestus can take many shapes, but in all cases
it is comprised of some sort of glove or hand wrapping
covered with metal, stone, bone, or some other hard, blunt
material, normally worn in pairs. Unarmed fighters often
use them simply to protect their hands, but they are also
useful for covering in special materials, such as silver or
alchemist's fire. Wearing a cestus allows your unarmed
strikes to deal 1d4 points of bludgeoning damage.
Claw gauntlet. Claw gauntlets take two general forms:
either a gauntlet with one to three long, sharp claws
extending from the top of the arm to approximately one
foot past the end of the wearer's fist, or a glove/gauntlet
with sharp metal talons extending from the ends of the
fingertips. In either case, they serve to slice the wearer's