The Striker Level Proficiency Bonus Fist Damage Initial Combo Points Features 1st +2 1d6 - Unarmored Defense, Fist Attacks 2nd +2 1d6 2 Combo, Jab (1d6) 3rd +2 1d6 2 Striker Style 4th +2 1d6 2 Ability Score Improvement, One-Two Punch 5th +3 1d8 2 Extra Attack 6th +3 1d8 2 Magic Hands, Striker Style Feature 7th +3 1d8 2 Jab (2d6) 8th +3 1d8 2 Ability Score Improvement 9th +4 1d8 2 Fearless 10th +4 1d8 2 Unarmed Critical 11th +4 1d10 3 Striker Style Feature 12th +4 1d10 3 Ability Score Improvement, Jab (3d6) 13th +5 1d10 3 - 14th +5 1d10 3 Striker Style Feature 15th +5 1d10 3 Step Up 16th +5 1d10 3 Ability Score Improvement 17th +6 1d12 4 Jab (4d6) 18th +6 1d12 4 - 19th +6 1d12 4 Ability Score Improvement 20th +6 1d12 5 The Champ The Striker Creating A Striker An elf jump kicks his opponent during a bout. His enemy, a hulking human with shoulders the size of a barnside, puts down his guard as he launches a single devestating punch at the nose of his elf opponent. The elf cannot recover in time before the count of ten. "Puny monk". A lithe dragonborn practices punches against a hanging bag of rice. Performing quick combinations of jabs, uppercuts, and haymakers, the dragonborn prepares himself for the battles to come. As he finishes his practice, rice pours out of the rips in the cloth. A shadowy halfling seems to drag the shadows with her as she stalks her prey. As her mark walks into the darkness between two lamps, the halfling instantly appears in the shadows behind the man. Without making a sound, the cestus on her hand slices through the achilles tendons and throat of the man. As he bleeds out, she melds back into the darkness. A striker uses their fists to bring pain to the enemy. Whether an athlete, gladiator, assassin, or crusader, the striker rejects armor for other defenses, A strikers own body is their shield and their warhammer. Pure Muscle You can't always rely on a shield to protect you, or for a sword to pierce the darkness. Strikers believe in the only thing they can control: themselves. Through years of training or raw experience, the striker has perfected their physical ability beyond the capabilities of the masses. Some practice striking at just the right place to knock an opponent out cold. While others just try to hit hard enough so it doesn't matter where they hit. 1

Strikers take pride in that they've earned everything they have. An arrogant god did not give them these abilities, nor were arcane secrets learned by reading musky old tomes. A striker learns their trade in the gyms and on the streets. Each bruise and each broken bone is another lesson learned. Each opponent lying lifeless in the dirt is another revelation. Some strikers even court the plane of shadow to manipulate the shadows around them. Strikers are tough warriors who can survive tremendous amounts of abuse despite not being armored. Whether they recklessly shrug off the blows or nimbly dodge the slashes, the striker can outlast any armored knight on the battlefield. Their technique builds on itself. Each punch and reactions to each enemy action building up to a single point in the battle for the striker to land a felling blow. Class Features As a striker, you gain the following class features. Hitpoints Hit Dice: 1d10 per Striker level Hitpoints at 1st Level: 10 + your Consitution Modifier Hitpoints at Higher Levels: 1d10 (or 6) + your Consitution modifier per Striker level after 1st. Proficiences Armor: None Weapons: simple weapons, punching dagger Tools: None. Saving Throws: Strength, Constitution Skills: Choose three from Athletics, Acrobatics, Deception, Insight, Intimidation, Sleight of Hand, Stealth, Survival Equipment You start with the following equipment (a) a set of brass knuckles or (b) battle gauntlets

(a) 10 darts or (b) 4 javelins

dungeoneer's pack Fist Weapons Fist weapons are a new type of weapon designed for the striker class. See the fist weapons section for the statistics of these weapons. Unarmored Defense Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier. Fist Attacks Beginning at 1st level, your technique with punches and other unarmed strikes allows you to go toe to toe with knights or grotesque monsters. You can roll 1d6 in place of the normal damage of your unarmed strike or fist weapon damage die. This die changes as you gain striker levels, as shown in the Fist Damage column of the Striker table. This ability only functions when you are not wearing armor or wielding a shield. You must be using unarmed strikes or fist weapons to use this ability. Combo Beginning at 2nd level, you gain Combo Points. These combo points can be spent to fuel various combo features, such as heavy punches, uppercuts, grapples, etc. You start knowing three such features: Gym Rat, Push Back, and Ready To Rumble. When you roll initiative, the amount of Combo Points in your pool resets to as shown in the Initial Combo Points column of the Striker table. You can gain additional Combo Points by performing certain actions or other means. If a single action would trigger multiple combo gathering requirements, you receive a combo point for each fulfilled condition. There is no limit to the amount of Combo Points you can have. However, after 1 minute of not dealing damage or receiving damage, the Combo Points revert back to 0 until you roll initative again. Beginning at 2nd level, you gain 1 combo point when you do the following: bringing an enemy creature to 0 hitpoints

performing a critical hit

being hit by a critical hit

performing the jab attack

additional conditions as specified by your striker style Gaining Combo Points The Dungeon Master may choose to put a requirement on the difficulty of the creatures when gaining combo points by bringing a creature to 0 hitpoints. For example, it wouldn't be fair to gain combo points by defeating 1 hitpoint creatures. Some of your combo features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows: Combo Save DC = 8 + your proficiency bonus + your Constitution modifier Gym Rat When you perform an Athletics (Strength) or Acrobatics (Dexterity) skill check, you can spend 1 combo point to gain advantage on the skill check. Push Back Your blows knock your opponents backwards. After successfully hitting with a fist weapon or unarmed attack you can spend 1 combo point to immediately perform a Shove as a bonus action. Shove is described on page 195 of the Player's Handbook. 2

Ready to Rumble You can spend 2 combo points to gain advantage on Initiative checks. Jab Beginning at 2nd level, after performing an Attack action you can use your bonus action to perform an additional jab attack. The damage die on this attack is 1d6. You also gain 1 combo point whether or not you hit. This damage die increases to 2d6 at level 9, 3d6 at level 17, and 4d6 at level 20. You must be using an unarmed attack or fist weapon to perform this ability. Striker Style Beginning at 3rd level, you may choose a striker style. This striker style represents the specialized training you performed during your adventures. There are three fighting styles. Pugilist is striker who uses technique and skill to defeat their enemies. Brawler is a striker who uses brute force and brutal strikes to pummel their opponents. Shadow Boxer is a striker who uses shadow magic and stealth to perform suprise attacks. Your striker style provides improvements at level 6 and level 11. Ability Score Improvement 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. One-Two Punch Starting at 4th level, you can perform a devestating left-right combination. During your turn, after successfully hitting a creature, you can spend 1 combo point to roll another damage die on your attack. This ability may only be used once per round. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Magic Hands Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Fearless Starting at 9th level, you are immune to the fear condition. Unarmed Critical Starting at 10th level, you cause a critical hit on rolls of 19 and 20 when performing unarmed or fist weapon attacks. Step Up Starting at 15th level, you have 10ft reach on your unarmed attacks and fist weapons. The Champ Starting at 20th level, your body becomes the perfect instrument to deal pain and receive pain. You gain +2 to your Strength and Constitution scores. Your maximum for these scores is now 22. You gain advantage on all Death saving throws. Striker Styles There are a wide variety of martial arts in the world and across the planes of existence. Strikers are no exception to division. Each striker can be described by having a certain striker style. The pugilist uses speed and technique to avoid damage performing launching a perfect punch. A brawler grapples and yanks and rips their opponent to shreds while paying no attention to the incoming attacks. A shadow boxer uses unnatural shadow magics to manipulate their environment and traverse the battlefield. Pugilist Strikers who train in the Pugilist Striker style rely on their technical ability and speed to win the day. Pugilists train with like-minded boxers in gym or academies, sparing and constantly stretching the limits of their endurance. Patient Defense Starting at 3rd level, you can spend 1 combo point to take the Dodge action as a bonus action on your turn. Defensive Opportunity Starting at 3rd level, when an opponent misses a melee weapon attack on you, you gain 1 combo point. Counter Punch Starting at 6th level, when a creature misses you with a melee attack, you may spend 2 combo points and your reaction to perform a single unarmed or fist weapon attack against that creature. Uppercut Starting at 11th level, you can perform a debilatating uppercut to the jaw. During your turn, after hitting a creature with a unarmed attack or fist weapon, you can spend 2 combo points to roll an additional damage die on your attack. In addition, if the target is the same size as you or smaller, they must make a Constiution Saving Throw against your Combo DC or become stunned until the end of your next turn. If the target was concentrating on a spell, they have disadvantage on the Concentration check. 3

Haymaker Starting at 14th level, you can use your combo points to perform a devastating haymaker punch. After hitting a creature as part of an Attack action you can use your bonus action and your combo points to add damage to your attack. For every combo point you spend you roll 1d8 extra damage of the same type as your weapon. You can not spend more than 5 combo points on this ability. Brawler Brawlers don't train as much as they learn by doing. Brawlers tend to be rough, drunk, and belligerent. Brawlers can be found in pubs or underground fighting rings, participating in bouts for gambling or the glory of victory. Shrug It Off Beginning at 3rd level, after being hit by an attack, but before rolling damage, spend 1 combo point and your reaction to gain resistance to Piercing, Bludgeoning, and Slashing damage until the beginning of your next turn. Unstoppable Starting at 3rd level, when an opponent successfully hits you with a melee attack, you gain 1 combo point. Takedown Starting at 6th level, you gain the Grappler feat. Additionally, when you take the Attack action on your turn, you may spend 1 Combo point and your bonus action to attempt a grapple with a creature you are attacking. Reckless Attack Starting at 11th level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on all unarmed or fist weapon attack rolls during this turn, but attack rolls against you have advantage until the start of your next turn. Thunderous Fists Starting at 14th level, you can use your combo points to duplicate the Thunderwave spell as an Action. For every combo point you spend, the spell slot of the spell equals the amount spent. For example, if you spend 3 combo points, the Thunderwave spell counts as using a 3rd level spell slot. You can not spend more than 5 combo points on this ability. Thunderwave is on page 282 of the Player's Handbook. Shadow Boxer Shadow Boxers are strikers who combine their physical abilities with the unnatural magics of the Plane of Shadow. Always lurking in the shadows, these warriors are known for being spies, assassins, and some say the shadow boxers are possessed by undead shadows. Shadow Manipulation Starting when you choose this striker style at 3rd level, you can use your combo points to duplicate the effects of certain spells. As an action. you can spend 2 combo points to cast: darkness, darkvision, pass without a trace, silence, or wrathful smite without providing material components. Additionally. you gain the chill touch cantrip if you don't already know it. When appropriate, the visual affect of these spells appear to be made of shadow rather than the normal spell appearance. From The Shadows Starting at 3rd level, you can Hide as a bonus action. In addition, when you begin or end your turn in dim light or darkness you gain 1 combo point. Shadow Step At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn. If you attack before the end of the turn, you gain 1 combo point. Shadow Magic Beginning at 11th level, you can use your combo points to duplicate the effects of more spells. As an action, you can spend 4 combo points to cast: phantasmal killer, greater invisibility, fear, evard's black tentacles or vampiric touch without providing material components. When appropriate, the visual affect of these spells appear to be made of shadow rather than the normal spell appearance. Shadow Sight Beginning at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you. 4