Combat Archetype (Fortitude)

<Solo Class

## Street Brawler

A Solo of the Street Brawler archetype understands and exploits the mechanical limitations of the body. They watch their opponent's every movement, waiting for the perfect opportunity to strike where the enemy is weak.

### Unarmed Combat

When you choose this archetype at 2nd level, you gain the following benefits while you are unarmed and you aren't wearing heavy armor or wielding a shield:

* You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and melee weapons.
* You can roll a d4 in place of the normal damage of your unarmed strike or melee weapon. This die changes to a d6 at 10th level.
* When you use the Attack action with an unarmed strike or a melee weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

### Martial Manuevers

Also at 2nd level, you learn maneuvers that you can use to disable and cripple your opponents. These maneuvers are fueled by combat points, and can be used under the same conditions as your Fistfighter feature.

**Maneuvers.** You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one technique per attack. You learn two additional maneuvers of your choice at 7th, and 10th, level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

**Combat Points.** You have a number of combat points equal to your Solo level. A combat point is expended when you use it. You regain all of your expended combat points when you finish a short or long rest.

**Saving Throws.** Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

**Maneuver save DC** = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

### Improved Unarmed Critical

Beginning at 7th level, your unarmed strikes score a critical hit on a roll of 19-20.

### Recovery

Starting at 10th level, you can use an action while in combat to regain 1d4 combat points. When you do so, enemies have advantage on attack rolls against you until the start of your next turn.

You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a short or long rest.

## Street Samurai

A Solo of the Street Samurai archetype rejects guns, and ranged weapons, preferring the more honorable blade-based combat.

### Bonus Proficiency

You know all about the history of swordplay. When you select this archetype at 2nd level, you gain proficiency in History. In addition, whenever you make a History check to recall knowledge about bladed weapons, you double your proficiency bonus.

### Bladed Damage

You’ve learned to strike vital organs with bladed weapons. Whenever you hit with a melee attack using a bladed weapon, you deal an additional damage die as shown below. The additional dice you roll changes as you gain solo levels: At 2nd level the additional die is 1d4. At 5th level the die is 1d6, and at 10th level, 1d8.

### Way Of The Blade

You flow like a dancer using a blade. Starting at 7th level, whenever you take the attack action using a bladed weapon, you may make an additional attack with the same weapon as a bonus action.

### Sword Mastery

Starting at 10th level your skill with a bladed weapon is unparalleled. Whenever you take the attack action with a bladed weapon you may Dash or Disengage without using an action or bonus action.

## Urban Warrior

A Solo of the Urban Warrior archetype is tough as nails. They make up the bulk of combatants on the streets of Night City; on both sides of the law.

### Improved Critical

At 2nd level, your weapon attacks score a critical hit on a roll of 19 or 20.

### Unparalleled Atheticism

Starting at 7th level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

### Master Critical

Starting at 10th level, you know how to bring the enemy down with the right strike. Whenever you score a critical hit you deal 3x the damage, instead of the normal 2x.