Pugilist (5e Class)

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The Pugilist[edit]

Creating a Pugilist[edit]

Quick Build

You can make a pugilist quickly by following these suggestions. First, make Strength or Dexterity your highest ability score. You should choose Strength if you plan on playing a pugilist who swings for the fences, trying to make every hit a knockout punch with disregard if you get hit in the process. If you want to play a pugilist who is light on their feet and able to dash around the battlefield, Dexterity is the best choice for you. Your next-highest score should be Constitution or Dexterity, if you chose to make Strength your highest ability score. Lastly, choose folk hero, urchin, or gladiator as your background.


Class Features

As a Pugilist you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light and Medium armor
Weapons: None
Tools: None
Saving Throws: Strength and Dexterity
Skills: Choose two from Acrobatics, Athletics, Insight, Intimidation, Perception, Persuasion, Sleight of Hand, Stealth, and Survival.

Equipment

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

  • (a) Leather armor or (b) A chain shirt or (c) Chain mail
  • (a) A dungeoneer's pack or (b) An explorer's pack
  • If you are using starting wealth, you have 5d4 × 10 in funds.

Table: The Pugilist

Level Proficiency
Bonus
Features Rhythm Pugilism Dice
1st +2 Pugilism, Remarkable Athlete, Rhythm 1 1d6
2nd +2 Tricks, Body of Iron 1 1d6
3rd +2 Power Punch, Boxing Styles 2 1d6
4th +2 Ability Score Improvement 2 1d6
5th +3 Rhythmic Strikes, Brace 3 1d6
6th +3 The Essence of Determination 3 1d8
7th +3 Bob and Weave 4 1d8
8th +3 Ability Score Improvement 4 1d8
9th +4 Boxing Style feature 5 1d8
10th +4 Body of Iron improvement, Brace improvement 5 1d8
11th +4 Physical Prowess 6 1d10
12th +4 Ability Score Improvement 6 1d10
13th +5 Boxing style feature 7 1d10
14th +5 Body of Iron improvement, Brace Improvement, Brace and Counter 7 1d10
15th +5 Won’t Stay Down 8 1d10
16th +5 Ability Score Improvement 8 1d12
17th +6 Boxing style feature 9 1d12
18th +6 Body of Iron improvement 9 1d12
19th +6 Ability Score Improvement 10 1d12
20th +6 Champion 10 1d12

Remarkable Athlete[edit]

Starting at 1st level, you can add half your proficiency bonus (rounded up) to any Strength, or Dexterity 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 or Dexterity modifier, and you only lose 5ft of movement when standing up from prone.

Pugilism[edit]

At 1st level, you start to master the art of pugilism, and you gain the following benefits:

Deadly Fists

Your punches are as potent as many weapons. If you aren't wielding a weapon or shield, you can roll a d6, instead of the normal damage for unarmed strikes. In addition, you can choose to use either Dexterity or Strength, for attacks and damage rolls.

The damage dice improves to 1d8 at level 6, 1d10 at level 11 and 1d12 at level 16.

Finally, you can throw a punch using your bonus action. When you do so, you roll a d4 for the damage and add either half your Strength or Dexterity modifier. This dice increases to 1d6 at level 8 and 1d8 at level 16.

Guard Stance

You can use your bonus action to lift up your guard. While in guard stance, your AC increases by an amount equal to half your proficiency bonus (rounded up). This bonus last until the start of your next turn.

Nimble Combatant

When not using a shield, holding a weapon, or wearing heavy armor, your speed increases by an amount equal to 5ft x half your proficiency bonus (rounded down).

Rhythm[edit]

Starting at 1st level, you can build a consistent rhythm of strikes whenever you connect your punches. When you roll initiative, you have 0 rhythm points. You can spend your rhythm points in several ways:

-when you hit a creature with an unarmed strike, you can spend rhythm points to deal additional damage equal to 1d6 per point spent

-as a bonus action, you can spend 1 rhythm point to use a rhythm ability from your chosen subclass

-when you fail a saving throw, you can use your reaction to expend rhythm points and gain a bonus to your roll equal to the number of points spent, potentially turning a failure into a success


Once you spend a rhythm point, you can regain it in several ways:

-each time you hit a creature with an unarmed attack, you regain 1 rhythm point

-when you score a critical hit on a creature with an unarmed attack, you regain half your total rhythm points (rounded down)

-when you reduce a creature to 0 hitpoints with an unarmed attack, you regain 2 rhythm points

-when you use your bonus action to perform a pugilist trick, you regain 1 rhythm point


At higher levels, certain features will grant additional ways to spend and regain rhythm points.

Tricks[edit]

At 2nd level, you learn four pugilist tricks: backstep, feint, lunge, and rush. You can use these tricks as a bonus action, and recover 1 rhythm point when you do so.

Backstep

You can dance quickly around your foes. You can take the Disengage action as a bonus action.

Feint

You can make a Sleight of Hand check, resisted by your target's Insight. On a success, you gain advantage on the next unarmed strike you make against the target.

Lunge

Your unarmed strikes gain the benefits of reach until the end of your turn.

Rush

You can take the dash action, but only to move towards a hostile creature. You ignore non-magical difficult terrain while dashing in this way.

Body of Iron[edit]

Starting at 2nd level, your AC increases by 1.

You gain additional benefits at the 6th, 10th, 14th, and 18th level:

- at 6th level, you gain resistance to poison damage and advantage on saving throws made to resist disease and poison

- at 10th level, you gain an additional +1 to AC

- at 14th level, you gain resistance to non-magical slashing, bludgeoning and piercing damage

- at 18th level, you gain an additional +1 to AC

Power Punch[edit]

When you reach 3rd level, when you hit a creature with an unarmed strike on your turn, you can use your bonus action to make a Power Punch. On a hit, your power punch causes its normal damage, plus additional damage equal to 1d6 per rhythm point you currently have. Doing so doesn't spend your rhythm.

Brace[edit]

At 5th level, whenever you are hit by a non-magical melee attack that deals slashing or piercing damage, you can use your reaction to halve the damage. If the attack causes non-magical bludgeoning damage, you instead reduce it to 0. Whenever you reduce damage using this reaction, you gain a rhythm point. When you reduce an attack to 0, you gain two rhythm points.

At 10th level, this feature now affects both melee and ranged weapon attacks that cause non-magical slashing, piercing or bludgeoning damage.

At 14th level, this feature now allows you to reduce all non-magical piercing, slashing or bludgeoning attack damage to 0 and halves all magical piercing, slashing, and bludgeoning attack damage.

Rhythmic Strikes[edit]

At 5th level, you can throw punches in quick succession by spending your rhythm points. When you take the Attack action, you can throw one additional punch after the first at the cost of 3 rhythm points per additional attack.

The Essence of Determination[edit]

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks, as your raw will and combat prowess overcome your foe's supernatural defences. In addition, you now regain a rhythm point whenever you succeed on a saving throw made to resist a hostile effect.

Bob and Weave[edit]

Starting at 7th level, when a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

Physical Prowess[edit]

At 11th level, whenever you make a Strength or Dexterity check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. If you only add half your proficiency with those checks, you can treat a d20 roll of 7 or lower as an 8.

Brace and Counter[edit]

Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee attack against that creature.

You can use a counter as part of the same reaction used to brace.

Won’t Stay Down[edit]

At 15th level, you gain proficiency in Constitution saving throws.

In addition, you add your proficiency bonus to Death Saving Throws. If your roll is a total of 20 or higher (adding the proficiency) you regain 1 hit point. You can also choose to roll a pugilist dice (1d10 at level 15, 1d12 at level 16, etc.) and regain a number of rhythm points equal to the number rolled when you regain 1 hit point in this way. You cannot gain more rhythm points then your maximum and if you roll a number greater than it you only regain a number up to your maximum. You can regain rhythm points in this way a number of times equal to half of your proficiency bonus rounded down per long rest.

Champion[edit]

When you reach the 20th level, you can choose two abilities from Strength, Dexterity or Constitution to increase by 4, up to a maximum of 24.

Boxing Styles[edit]

At 3rd level, you choose a boxing style that coincides with your strategy and attack plan in combat. This boxing style provides you with features at levels 3, 9, 13 and 17. Your style gives you access to several Rhythm Abilities. You can use these rhythm abilities by consuming one rhythm point as a bonus action.

Out-boxer[edit]

The Out-boxer is renowned not for its striking power but its fleetness of foot. An Out-boxer specializes in keeping distance in between them and their opponent, dashing in for a few well placed jabs before backing out of harm's way. They may not be able to take their foe out in a few strikes but good luck getting any hits in if you are that foe.

Step Out

Starting at 3rd level, when you are targeted by a melee weapon attack, you can move up to 10 feet without spending an action, potentially causing that attack to miss.

You can use this feature a number of times equal to your Dexterity modifier (a minimum of once) and you regain all expended uses when you complete a short rest.

In addition, whenever a creature misses you with an attack of opportunity, you regain a Rhythm Point.

Rhythm Abilities
Fast Retreat. You can move 10 feet and force the target to make a Dexterity saving throw. On a failed save, your movement doesn't provoke opportunity attacks.
Elusive Movement. You can force your target to make a Wisdom saving throw. On a failed save, your movement speed increases by 15 feet until the end of this turn, and the next attack or Dexterity save made against one of your features by the target until the end of your next turn is made at disadvantage.
Quick Retreat

At 9th level, you have advantage on your Dexterity (Sleight of Hand) checks made to feint.

Additionally, as long as you aren't incapacitated and is able to move, you have resistance to non-magical bludgeoning damage from melee attacks.

Move Like a Butterfly, Sting Like a Bee

At 13th level, your movement no longer provokes opportunity attacks. In addition, whenever you leave the reach of a creature, you can use your reaction to make an opportunity attack against it with your punch.

In addition, you now regain a Rhythm Point whenever you leave a hostile creature's reach, though this can only occur once per turn.

Boxer Reflexes

At 17th level you can take two turns in the first round of any combat, if you aren't surprised. You take the first turn at your normal initiative count and the second turn at your initiative minus 10.

Slugger[edit]

Rhythm Abilities
Brutal Punch. Make an attack against a target. If this attack hits, the target takes the normal damage and must make a Strength saving throw or be knocked prone.
Demoralizing Punch. Make an attack against a target. If this attack hits, the target takes the normal damage and must succeed on a Wisdom saving throw or be frightened until the end of its next turn.
Crushing Blows

At 3rd level, when you hit a grappled, restrained, stunned, paralyzed, incapacitated, or prone creature with an unarmed attack, you deal maximum damage instead of rolling. In addition, you gain a Rhythm Point whenever a creature fails a saving throw you forced them to make.

Mean Hook

At 9th level, when you throw a Power Punch against a creature you haven't attacked on this turn, you have advantage on the Power Punch. In addition, on a hit, that punch is a critical. Hit or miss, you can't use this ability against the same creature again on the same combat.

Painful Blow

When you reach the 13th level, whenever you hit a creature with one of your punches, you can use your reaction to force that creature to make a Constitution saving throw. On a failure, that creature has disadvantage on the next saving throw it makes until the end of your next turn and takes 3d6 additional damaget.

Devastating Strikes

At 17th level, you can choose to gain a -5 on your Attack rolls with your punches. If you do so, you cause additional damage equal to 4d6 on a hit.

Boxer-puncher[edit]

Boxing rhythm

Whenever you land a critical hit, you regain a superiority die. Additionally, you gain 2 rhythm points each time you use a maneuver.

Boxing Superiority

When you choose this style at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance a punch in some way. You can use only one maneuver per punch. You learn two additional maneuvers of your choice at 9th, 13th, and 17th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 9th level and one more at 17th level.
The size of the dice also increases, becoming a d10 at 9th level and a d12 at 17th level.
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)
Tactical Punches

At 9th level, you have advantage on an attack roll with your punch against a creature affected by a maneuver.

Fighting Vigor

At 13th level, whenever you hit a creature with a punch enhanced with a maneuver, you gain temporary hit points equal to half your pugilist level + your Charisma modifier.

You can use this feature a number of times equal to your Constitution modifier (minimum of once) and regain your uses after a short or a long rest.

Relentless

Starting at 17th level, when you roll initiative and have no superiority dice remaining, you regain 2 superiority dices.

Swarmer[edit]

Quick Punching

Starting at 3rd level, once per turn, when you take the attack action and successfully hit a creature with an unarmed attack, you can immediately make an additional attack at no cost. This feature can only be used a number of times equal to your Dexterity modifier before you must finish a short rest.

This additional attack deals bludgeoning damage equal to an attack dealt as a bonus action as specified in the Pugilism feature.

Rhythm Abilities
Punch Swarm. You can make one additional punch, plus one additional each time you hit, to a maximum of five attacks. Each attack deals bludgeoning damage equal to an attack dealt as a bonus action as specified in the Pugilism feature.
Pushing Flurry. The target must succeed on a Wisdom saving throw, or is pushed 10 feet back while you move 10 feet forward (without provoking opportunity attacks) and the target has disadvantage on its next Wisdom saving throw made against you until the end of its next turn.
Slip and Counter

At 9th level, you can throw a punch against a creature that misses a melee attack against you, within 5 feet by spending a rhythm point. This does not consume your reaction.

Correcting Target

At 13th level, once per turn when you take the Attack action and miss a target with a punch, you can use your reaction to make another attack against the same target.

Overwhelm

At 17th level, on your first turn of combat, if you aren't surprised, you can use your first action to make seven punches. Once you use this feature, you must wait a short or a long rest before you are able to use it again.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Pugilist class, you must meet these prerequisites:

- Level higher than 1

- Dex or Str higher than 14

Proficiencies. When you multiclass into the Pugilist class, you gain the following proficiencies:

- Light and medium armor

- One skill from the class's list

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