Muscle

Though the galaxy is full of laser-blasting gunslingers and soldiers armed with plasma grenades, some still prefer the old ways. Wielding ancient weapons of primitive war and ceremony, they hone themselves to physical perfection. Useful to those who rule through intimidation, the Muscle wards off potential threats by their very presence. Likewise, followers of meditative and peace-seeking paths often find themselves becoming the most adept Muscle among the stars. Whatever their motivations, they are singularly impressive combatants, employing their martial prowess with precision and deadly force.

Unlike most characters, the Muscle does not usually study gambits.

They are much more straightforward. One fighting style, honed to perfection, is all that’s needed. Anything more is just showing off.

Muscle is based on the fighter class.

Contents

Class Features

As a Muscle, you gain the following class features.

Hit Points

Hit Dice: 1d10 per Muscle level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Muscle level after 1st

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, martial melee weapons, vehicle weapons
Saving Throws: Strength , Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) armored spacesuit or (b) trooper armor, a pistol, and a pistol ammo pack
  • Two martial weapons
  • (a) a two-handed martial melee weapon or (b) two martial melee weapons without the two-handed property
  • (a) a criminal’s pack, (b) a scavenger’s pack, or (c) a military pack
Table: The Muscle
Level Proficiency Bonus Features Tricks Known Gambits Known Gambit Slots per Gambit Level
1st +2 Fighting Style, Second Wind
2nd +2 Action Surge (one use)
3rd +2 Martial Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Ability Score Improvement
7th +3 Martial Archetype feature
8th +3 Ability Score Improvement
9th +4 Indomitable (one use)
10th +4 Martial Archetype feature
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Indomitable (two uses)
14th +5 Ability Score Improvement
15th +5 Martial Archetype feature
16th +5 Ability Score Improvement
17th +6 Action Surge (two uses), Indomitable (three uses)
18th +6 Martial Archetype feature
19th +6 Ability Score Improvement
20th +6 Extra Attack (3)

Fighting Style

You adopt a particular Fighting Style as your specialty. It is active whenever you are conscious. You can’t take a particular Fighting Style option more than once, even if you later get to choose again. The options are as follows:

  • Aggressive You deal one point of slashing damage on all successful melee or unarmed attacks, in addition to your usual damage.
  • Defensive Your AC is increased by 1 point.
  • Meditative Choose two saving throw types. You have advantage on these saving throws.
  • Reckless Your AC is reduced by 1 point, but you gain a +1 bonus to all melee attack rolls.
  • Tactical Whenever another PC has advantage on attacks against a creature, you do too if your weapon is in normal range of the foe.
  • Well-Armed When you engage in two-weapon fighting with melee weapons, you can add your ability modifier to the damage of the second attack.

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your Muscle level. Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Martial Archetype

At 3rd level, you choose a Martial Archetype that you strive to emulate in your combat styles and techniques. Choose Duelist, Martial Artist, or Thug, all detailed at the end of the class description.

The Archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Indomitable

Beginning at 9th level, you can reroll a saving throw that you fail.

If you do so, you must use the new roll. You can’t use this feature again until you finish a long rest. Starting at 13th level, you can use this feature twice between long rests. This increases to three times between long rests starting at 17th level.

Martial Archetypes

Different Muscle characters choose different approaches to perfecting their fighting prowess. The Martial Archetype you emulate reflects your approach.

Duelist

You have delved into a tradition of fighting with a ceremonial weapon. You are a master of single combat, finding rivalries and personal encounters even on a crowded battlefield. Your strengths lie in your ability to use your weapon for both offense and defense, and in finding ways to strike past your foes’ defenses by removing their offensive abilities.

Elegant Weapon

Beginning when you select this Archetype at 3rd level, you gain specialized training in a particular weapon. Choose one finesse weapon. Whenever you strike a creature with this weapon, you may spend a bonus action to attempt to disarm. The target must succeed in a Strength save against DC 15 to resist losing a held item of your choice.

Additionally, your attacks with this type of weapon are made with advantage whenever your target is unarmed.

Weapon Parry

Upon reaching 7th level, while wielding your Elegant Weapon, as a reaction you may reduce the damage of a successful melee or unarmed attack against you by an amount of damage equal to your Dexterity modifier, minimum 1.

Additionally, you are now proficient in Dexterity saving throws.

Dueling

At 10th level you’ve mastered the art of engaging others in duels.

During your turn you may choose one creature you have attacked with a melee weapon this round. Until the start of your next turn, that creature may only make attacks that include you.

Masterful Footwork

At 15th level, after attacking a creature with your Elegant Weapon, your movement that turn may also drag or push your target along with you. Your target moves the same distance and direction that you move. This can be used to push foes off of ledges or into damaging effects.

Disarming Moves

Starting at 18th level, whenever you hit with a melee attack having rolled a natural 17 or higher on the die, your target drops one held item of your choice.

Martial Artist

You have studied the hidden ways of an unarmed fighting style, possibly at a monastic temple or secret government training facility.

You may eschew the weapons and armors of war when the need arises. None may strip you of your ability to strike. You are a living weapon.

Unarmed and Unarmored

Beginning at 3rd level, if you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Strength modifier.

Additionally, your unarmed attacks deal 1d4 + Strength modifier damage. The base die of this attack goes up whenever you gain a Martial Artist Archetype feature: 1d6 at 7th level, 1d8 at 10th level, 1d10 at 15th level, and 1d12 at 18th level.

Unarmored Speed

Starting at 7th level, you gain a bonus to your speed when you are not wearing armor. At 7th level this is +5 ft., but the bonus goes up whenever you gain a Martial Artist Archetype feature:

  • +10 ft. at 10th level, +15 ft. at 15th level, and +20 ft. at 18th level.

Fluid Motion

At 10th level you may ignore attacks of opportunity due to moving away from or past a hostile foe. Additionally, you may pass through the spaces of enemies during combat. This also applies to vehicle combat if you are the pilot.

Defensive Offense

At 15th level, whenever you take the Dodge action, until the start of your next turn you may make an unarmed attack against any creature within range that attacks you. This is done as a reaction.

Hardened Body

Upon reaching 18th level your body has become inured to most traditional forms of attack. You have resistance against damage from mundane (non-Superscience) weaponry and unarmed attacks.

Thug

Some bring neither finesse nor training to the table. Some are simply brawny, powerful, and strong. Their very being is an intimidating show of force in situations that might otherwise break out in violence. They scare off attackers and defend their wards.

You are one such combatant.

Some look down on you, viewing your tactics as brutal and barbaric. They might be right. But at the end of the day it doesn’t matter much once they’re flat on their back and all their friends run home screaming.

Intimidating Presence

At 3rd level, upon selecting this Archetype, you may add the base damage dice of your main hand weapon to any Intimidation rolls you make. For instance, you would add 1d12 to your Intimidation roll if you wield a heavy axe.

Additionally, you may make an Intimidation skill roll as a bonus action during combat, allowing you to scare off foes while still fighting them.

Ward Off

Starting at 7th level, hostile creatures within 5 feet may not pull gambits while you are holding a melee weapon.

Vehicles: hostile vehicle pilots and gunners within 1 space may not pull gambits while you are at a gunnery battle station, so long as the vehicle is not larger than yours.

Additional Fighting Style

At 10th level you may select one additional fighting style.

Improved Warding

Beginning at 15th level, the range of your Ward Off ability is equal to your Strength modifier times 5 ft., with a minimum of 5 ft.

Vehicles: Your Ward Off ability has a range equal to your Dexterity modifier in spaces, with a minimum of 1 space.

Strike Fear

At 18th level, whenever you attack a foe whom you’ve successfully used the Intimidation skill against in the last 10 minutes, you critical on a natural die roll of 17-20.

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