Elemental Pugilist (5e Class)

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Elemental Pugilist[edit]

Elemental Pugilists are warriors of (primarily) magical hand-to-hand combat. They get their power through a diety or demon who, more often than not, chose them at a time where these magics were needed. Demons are more likely to make these deals for power over the recipient, though Pugilists of the gods are not unheard of. Most Pugilists make deals with demons who ask little in return, though not all have that luxury. Tieflings are often found with these abilities for this reason though other races have sported flaming hands before.

Creating an Elemental Pugilist[edit]

An Elemental Pugilist would typically be a strong, capable fighter (not that one) who is unafraid of combat. They would either seek out a demon or diety seeking power, or find themselves in a predicament where a curious eye could intervene.

Quick Build[edit]

You can make a Pugilist quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the Outlander background. Third, choose your preferred Light Armour, and an element that makes sense for your character - do they enjoy the crackle of a good fire? Are they more adapted to the cold of the mountains?

Class Features

As a Elemental Pugilist you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light
Weapons: None
Tools: None
Saving Throws: Strength and Constitution
Skills: Choose 3 from the following; Arcana, Athletics, Intimidation, Nature, Perception, Religion, Medicine, Survival, and Stealth.

Equipment

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

Table: The Elemental Pugilist

Level Proficiency
Bonus
Features Cantrips Invocations —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Elemental Strike , Improved Unarmed Combat 2
2nd +2 Spell Casting 2 1 2
3rd +2 3 2 3
4th +2 Ability Score Improvement 3 2 3
5th +3 Improved Unarmed Combat (2), Extra Attack 3 2 4 2
6th +3 3 2 4 2
7th +3 Elemental Combat (2) 3 3 4 3
8th +3 Ability Score Improvement 3 3 4 3
9th +4 3 3 4 3 2
10th +4 Improved Unarmed Combat (3) 4 3 4 3 2
11th +4 4 3 4 3 3
12th +4 Ability Score Improvement, Elemental Strike (3) 4 3 4 3 3
13th +5 4 3 4 3 3 1
14th +5 Elemental Tolerance 4 4 4 3 3 1
15th +5 Elemental Fighter 4 4 4 3 3 2
16th +5 Ability Score Improvement 4 4 4 3 3 2
17th +6 Improved Unarmed Combat (4), Elemental Strike (4) 4 4 4 3 3 3 1
18th +6 4 4 4 3 3 3 1
19th +6 Ability Score Improvement 4 4 4 3 3 3 2
20th +6 Faster Fists, Feat 4 5 4 3 3 3 2

Elemental Strike[edit]

At the 1st level, you can turn your hands to the elements, and can draw on them when you fight. You can choose from Acid, Cold, Fire, Lightning and Thunder. Activating this power, changing elements of the options you have, These elements add 1d6 damage in the chosen element, on top of the base bludgeoning damage.

At the 7th level, your Elemental Strike damage increases to 1d8.

At the 12th level, by spending spell slots, you can power up the magics in your strikes. At 1st level, add 2d8 elemental damage. Add 1d8 per extra spell level

At the 17th level, you gain either Necrotic or Radiant damage as an Elemental Strike element.

Improved Unarmed Combat[edit]

As you fight, you get more and more efficient in your hand-to-hand combat damage.

At the 5th level, unarmed strikes gain power - Punches now do 1d8 damage, and you get an extra attack.

At the 10th level, unarmed damage is now 2d8 Damage.

At the 17th level, you are an expert pugilist, dealing 2d10 Bludgeoning damage per unarmed strike, including non-punch attacks. You also gain a third attack per attack action.

Ability Score Increase[edit]

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.

Elemental Tolerance[edit]

At the 14th level, elemental magic flows through your veins, burning through poisons much faster than previous. Your magics now burn through your bloodstream, granting you resistance to poison damage.

Elemental Pugilist Spell List[edit]

Cantrips

acid splash, blade ward, fire bolt, light, prestidigitation, ray of frost

1st Level

burning hands, cure wounds, inflict wounds, mage armor, thunderwave

2nd Level

barkskin, blindness/deafness, blur, invisibility, knock, misty step, spiritual weapon

3rd Level

elemental weapon, fear, fireball, fly, haste, lightning bolt, protection from energy

4th Level

fire shield, greater invisibility, ice storm, polymorph, wall of fire

5th Level

flame strike, mass cure wounds, telekinesis

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Elemental Pugilist class, you must meet these prerequisites: Strength and Charisma 13

Proficiencies. When you multiclass into the Elemental Pugilist class, you gain the following proficiencies: Intimidation and Religion



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