Pugilist You must have a Dexterity score and an Intelligence score of 13 or higher in order to multiclass in or out of this class. Class Features As a Pugilist, you gain the following class features. Hit Points Hit Dice: 1d10 per pugilist level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per pugilist level after 1st Proficiencies Armor: none Weapons: Simple weapons Tools: Choose one type of artisan's tools or one musical instrument Saving Throws: Dexterity, Intelligence Skills: Choose two from Acrobatics, Athletics, History, Investigation, Intimidation, and Sleight of Hand Equipment You start with the following equipment, in addition to the equipment granted by your background: • (a) a shortsword or (b) any simple weapon • (a) a dungeoneer's pack or (b) an explorer's pack • 10 darts Fighting Stance In battle, you fight with speed and coordination. On your turn, you can enter a battle-ready focus as a bonus action. While focused, you gain the following benefits if you aren't wearing heavy armor or holding a shield: • You have advantage on Dexterity checks and Dexterity saving throws except against spells • When you make an attack using your unarmed strikes, you gain a bonus to the damage roll equal to half your pugilist level (rounded down) • Your AC increases by 1 If you are able to cast spells, you can't cast them or concentrate on them while focused. Your focus lasts for 1 minute. It ends early if you are knocked unconscious or end your turn prone or restrained. You can also end your focus on your turn as a bonus action. You can continue your focus as it ends by expending another use of focus (no action required). You can focus a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest. 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 Intelligence modifier. Hand-to-Hand Combat At 1st level, your practice of martial arts gives you master of combat styles that use unarmed strikes. You gain the following benefits while you are unarmed, and you aren't wearing armor or wielding a shield: • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes. • You can roll a d4 in place of the normal damage of your unarmed strike. This die changes as you gain pugilist levels, as shown in the Unarmed Strikes column of the Pugilist table. • When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with your unarmed strikes, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn. Quick Movement Starting at 2nd level, your speed increases by 10 feet while you aren't wearing heavy armor or wielding a shield. Combat Strategy When you reach 3rd level, you have honed in on a combat strategy: • Street Fighter (Improvised tactics) • Flowing Momentum (Grappling and Throws) • Power Swings (One strong hit) • Arcana Impact (Add Magic) The archetype you choose grants you features at 3rd level and again at 6th, 10th, 17th level. (Subclasses will primarily include improving focus, adding a new signature move, and rp abilities) Close the Distance Starting at 3rd level, you can use your reaction to move up to half your speed when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d6 + your Dexterity modifier + your pugilist level. You must end this move closer to the enemy that attacked than you started. 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. Down but Never Out Beginning at 4th level, you can use your reaction when you are knocked prone to get up. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Fists of Fury Starting at 5th level, you can expend one use of your focus when you make an unarmed strike to gain advantage on the attack roll. For the rest of the turn, you roll one extra damage die for your unarmed strikes that hit. You can also use this feature without expending a use of focus if you are focusing. If you do so, your focus ends at the end of your turn. Strike True Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Tough Mentality Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened. Whenever you add your constitution modifier to a check or saving throw, you can use your intelligence modifier instead. Signature Move Beginning at 9th level, you gain access to a signature move for a critical hit with your unarmed strike. Choose one of the following options to execute. Some of the signature moves require your opponent to make a saving throw. This saving throw is equal to 8 + your intelligence modifier + your proficiency bonus. • Serious Punch Your unarmed strike becomes a deadly blow that could puncture any armor. You add an extra damage die to your damage roll and you have advantage on your next attack roll against the target. • Sweeping Kick Your unarmed strike becomes a flashing sweep that could knock over any creature. After your opponent is hit, they must make a dexterity saving throw or be knocked prone. Also, your opponent cannot take reactions until the end of your next turn. Relentless Spirit Starting at 11th level, your focus can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're focused and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10. Thunderous Blows Starting at 13th level, your focus allows you to attack with extreme precision. When you use the Fist of Fury feature your unarmed strikes score a critical hit on a roll of 19 or 20 for the rest of the turn. Quickened Mind Beginning at 14th level, your mastery of combat tactics against magic allows you to have advantage on dexterity saving throws against spells while focused. Persistent Mind Beginning at 15th level, your focus is so strong that it ends early only if you fall unconscious or use a feature that ends it or end it as a bonus action. Will to Fight Beginning at 18th level, you can use your bonus action to focus without expending a use. If you do so, you gain a point of exhaustion when it ends. Champions of the World At 20th level, you have reached the pinnacle of your physical and mental ability. Your Dexterity and Intelligence scores increase by 4. Your maximum for those scores is now 24. Pugulist Class Features 1. Fighting Stance, Unarmored Defense, Hand-to-Hand Combat 2. Quick Movement 3. Combat Strategy, Close the Distance 4. Ability Score Improvement, Down but Never Out 5. Extra Attack, Fists of Fury 6. Strike True, Combat Strategy feature 7. Tough Mentality 8. Ability Score Improvement 9. Signature Move 10. Combat Strategy feature 11. Relentless Spirit 12. Ability Score Improvement 13. Thunderous Blows 14. Quickened Mind 15. Persistent Mind 16. Ability Score Improvement 17. Combat Strategy feature 18. Will to Fight 19. Ability Score Improvement 20. Champions of the World
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