The Fist

Some fighters enjoy the feel of flesh and bone yielding under the force of their fists. These bareknuckle brawlers hone their bodies into powerful weapons, rivalling mighty beasts for combative ability. For the purposes of this archetype, offer an additional option for the fighter’s Fighting Style as follows.

Fighting Style Option: Bare Handed

Your unarmed strikes deal 1d4 damage.

Mighty Strikes

When you choose this archetype at 3rd level, you become better able to use your fists to fight.

Your unarmed strike now deals 1d6 bludgeoning damage. If you chose the Bare-Handed Fighting Style, you can now replace it with another Fighting Style. At 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Charging Horn

Also at level 3, you gain strength through mobility.

If you move at least 10 feet in a round before making your first attack, any subsequent unarmed strikes during that round deal an additional 1d6 damage. Falling on an opponent, or somehow rising to attack them counts as movement explicitly for the purposes of this ability.

Lizard King’s Tail

When you reach 7th level, you gain an agility and strength that undermines your opponents. You can use your bonus action to initiate a shove action to knock a target prone, and gain advantage on this shove action. If you succeed, you can then make a single attack on that prone target.

Sturdy Mammoth Defense

At level 10, you gain the ability to stop creatures in their tracks. When a creature who moves into your space intending to attack, or through it intending to move past you, you can use your reaction to attempt a grapple. If successful, you initiate a grapple contest. If you win, the creature is grappled and ends its movement, and the creature has disadvantage on any attacks while it is grappled.

This ability explicitly allows you to grapple a creature that is two size categories larger than you, but the grapple must end at the start of the creature’s next turn.

Thundering Sauropod Pound

When you attain 15th level, you gain the ability to punch the ground and causes a tremor or make the ground rise with the force of your strike. As an action, you can punch the ground and choose one of two effects. The first effect causes all creatures within 30 feet to make a Dexterity saving throw with a DC of 8 + your Strength modifier + your proficiency bonus. Those that fail take your unarmed strike damage and fall prone. Those that succeed take half as much damage, and are not prone. Creatures that are immune to the prone condition are unaffected by this ability.

Mountain Puncher

Upon reaching level 18, you gain a strength that rivals that of the mightiest creature. Your Strength score increases by 4, as does your maximum for that score. Also, a creature or object that has a resistance to your unarmed strike damage instead takes normal damage, while creatures or objects that would be immune to your unarmed strike damage instead have resistance. Additionally, you can use your action to make a single unarmed strike against an object or structure.

Section 15: Copyright Notice

Simple Settings: Savage Lands. © 2018, Fat Goblin Games; Author: Rick Hershey, Ismael Alvarez