Survivor

Fighters that roam far from civilization frequently encounter situations that they are not prepared for. Lost in the ruins of an ancient city, a trusty sword breaks. On the 217th level of the Abyss, a bow string snaps. Those who rely on their weapons are killed by the unexpected, so some warriors train to make their own bodies the only weapons they need.

These 'Survivors', as they are known, lack the precision and spiritual wisdom of Monks. Instead, they rely on momentum, near-superhuman strength, and their own cunning to carry them through situations most would call insurmountable.

Bonus Proficiency

When you take this Martial Archetype at 3rd level, you gain proficiency in Athletics, and double your proficiency bonus when you make a check using the skill. In addition, you can switch your Fighting Style at this level. If a Survivor feature requires an enemy to make a saving throw, the DC is equal to (8 + your proficiency bonus + your Strength modifier).

Slugger

At 3rd level, you also learn how to use the weight of your armor to power your unarmed strikes. While you are not wielding a weapon or shield in either hand, you gain the following features:

You can roll a d4 in place of the normal damage of your unarmed strikes. This increases to a d6 if you are wearing medium armor, or a d8 if you are wearing heavy armor.

You can use your bonus action to make an unarmed attack.

While you are wearing armor, your unarmed strikes are considered weapons for the purposes of spells such as magic weapon.

Spiked Fist

At 7th level, you augment your armor to give you an edge in combat. While wearing armor, your unarmed strikes can do bludgeoning, slashing or piercing damage (you choose when you make the attack). They also count as magical for the purpose of overcoming resistance.

In addition, while an enemy is grappled by you, they take magical piercing damage equal to half of your Fighter level at the beginning of each of their turns.

Survivalist

At 10th level, your experience roaming the world allows you to weather its extremes. You have advantage on checks to resist exhaustion, wearing armor does not impose disadvantage on resisting heat, and while you are wearing armor you are considered to be wearing cold weather gear.

Mean Hook

At 15th level, your haymaker becomes devastating. When you use your bonus action to make an extra unarmed attack and hit with it, you add double your Strength modifier to your damage roll, and the target must succeed on a Strength saving throw or be knocked prone.

In addition, your unarmed attacks while in heavy armor now use a d10.

Dirty Fighting

At 18th level, you throw all pretensions of honor to the wind. When you make an attack and do not have disadvantage on it, you can choose to gain disadvantage, and if it hits, you can apply one of the following effects: