Fist Dealer (5e Class)
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Fist Dealer[edit]
Who needs weapons with these two little beauties that I have in my body. I call my left fist "Love", the right "tenderness". I don't know what I would do if I woke up without them, they are my life, they are everything I have done and everything I have wanted.
You will probably call me ridiculous when you say that I have nothing else, but these two little ones are always there for me, they never tell secrets and they always solve what I need Don't call me a barbarian or a fighter, my terrain is the streets and the school of life, I have no training other than defending my loved ones and hurting bullies. The only magic in this place happens inside the ring.
Enhanced Warriors[edit]
Fist dealers are obsessed with fighting. There's nothing more important to them than winning combats and proving themselves against tougher and more powerful opponents, and they are willing to go to great lengths in order to enhance their natural attributes. As any type of warrior, Fist Dealers are fully dedicated to their physical training, carrying heavy weights and striking hard surfaces to increase their bones durability. However, to really attain the peak of performance, a fist dealer will always rely to more extreme methods.
Fist dealers will rely on alchemical steroids, performance enhancers that improve temporarily the dealer's strength, focus and speed, to the detriment of their health. These steroids are the reason why enhanced warriors are feared, but also the reason for their short lives. To cope with the pain from the substance abuse, they also turn to even more negative habits, such as turning to heavy drinking in order to anesthetize the pain they constantly feel.
Others will turn to magic, carving their bodies with magical runes and unleashing primordial destruction with each punch. Regardless of method, a fist dealer will do whatever it takes to gather more power, even if this can put them in deadly danger.
Creating an Fist Dealer[edit]
You don't want to think too much, you want to be a fist barbarian and my life is the street. Whores alcohol and beer, I don't know what else you expect to see on this page. If you are not looking for that go cry with the magicians and their countless number of dice and spells.
- Quick Build
You can make a Bone Breaker quickly by following these suggestions. First, make Strength your highest ability score, followed by Constitution. Second, choose the Urchin or the Criminal background.
Class Features
As a Fist Dealer you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Fist Dealer level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Fist Dealer level after 1st
- Proficiencies
Armor: None
Weapons: Simple weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Athletics, Acrobatics, Insight, Intimidation, Perception, Stealth, Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a shortbow and quiver of 20 arrows or (b) a light crossbow and 20 bolts
- (a) two handaxes or (b) two daggers or (c) 10 darts
- (a) a dungeoneer's pack or (b) an explorer's pack
- If you are using starting wealth, you have 4d4 x 10 gp in funds.
Level | Proficiency Bonus |
Features | Enhanced Punches |
---|---|---|---|
1st | +2 | Powerful Fists, Resilient Body, Steroids | 1 |
2nd | +2 | Endurance, Heavy Drinker | 1 |
3rd | +2 | Fist Method, Last Resort | 1 |
4th | +2 | Ability Score Improvement | 1 |
5th | +3 | Extra Attack | 2 |
6th | +3 | Meditation | 2 |
7th | +3 | Fist Method Feature | 2 |
8th | +3 | Ability Score Improvement | 2 |
9th | +4 | Drunken Endurance, Last Resort (2) | 3 |
10th | +4 | Ability Score Improvement | 3 |
11th | +4 | Fist Method Feature | 3 |
12th | +4 | Ability Score Improvement | 4 |
13th | +5 | For Medicinal Purposes | 4 |
14th | +5 | Ground'n Pound | 4 |
15th | +5 | Fist Method Feature | 5 |
16th | +5 | Ability Score Improvement | 5 |
17th | +6 | Last Resort (3) | 5 |
18th | +6 | Survivor | 6 |
19th | +6 | Ability Score Improvement | 6 |
20th | +6 | Fist Method Feature | 6 |
Powerful Fists[edit]
The hands of a fist dealer are powerful weapons, that strike with the power of mauls. Starting at 1st level, while not wielding or carrying an object in your arms and hands, you can use them as weapons. Treat your fists as martial melee weapons you are proficient with, that have the finesse property and cause 1d10 bludgeoning damage on a hit.
In addition, you gain a certain degree of versatility with your fists, gaining the ability to change your techniques with the enhanced below:
- Enhanced Punches
You learn how to modify your punches with certain techniques. You learn 1 technique, and learn more as you gain levels in this class, as shown on the Enhanced Punches column on the Fist Dealer table.
Resilient Body[edit]
Also at 1st level, you have a incredible tolerance to pain and punishment. While not wearing armor, your AC equals 10 + your Constitution modifier + Dexterity modifier. You can't use a shield.
Steroids[edit]
At 1st level, you learn how to produce alchemical enhancers that improve your martial abilities. You gain proficiency with the alchemist's supplies. During a short rest, you can use your alchemist's supplies and spend 1 gp in materials to produce one Steroid you know on an empty flask, vial, bottle, waterskin or similar container.
As a bonus action, you can consume the steroid. When you consume the steroid, you take 1d6 poison damage. At the start of each of your turns thereafter, you can choose to vomit the steroid using an Use an Object action, or keep it active, taking the damage again. If you are incapacitated and have steroids with you, a creature can feed you with them.
The damage caused by your steroids increases to 1d8 at 5th level, 1d10 at 9th level, 1d12 at 13th level and 2d8 at 17th level.
You can't benefit from more than one steroid at the same time, and need to vomit one of them in order to use another. If ýou consume a steroid while under the effects of another, you vomit both of them, wasting the two.
If any other creature uses your steroids, they gain the benefits, but take twice the damage. You know a number of Steroid Formulas equal to your Intelligence modifier (minimum of 1). You can choose between the following formulas:
- Muscular Enhancers
Once per turn, when you hit a creature with a melee weapon attack, you double the weapon's damage dice and your Strength ability modifier to the damage.
- Stimulants
You ignore the following conditions: charmed, frightened, stunned, paralyzed, poisoned, exhausted, incapacitated and unconscious, as long as the steroids are active. In addition, while this stimulant is active, you are immune to these conditions.
- Pain Suppressors
You become resistant to all damage types, except necrotic, radiant and poison.
- Speed Enhancers
When you take this steroid, and as a bonus action in each turn thereafter, you can take the Dash, Disengage and Dodge actions as a bonus action.
- Focus Enhancers
You add twice your proficiency bonus to your attacks with punches, instead of just your proficiency bonus.
- Agility Enhancers
You can make one additional melee weapon attack when you take the Attack action while under the effect of this steroid.
Endurance[edit]
Starting at 2nd level, your body starts to develop an incredible endurance. You regain all your hit dice when you finish a long rest, instead of only half.
Heavy Drinker[edit]
At 2nd level, the more you drink the stronger you get. As a bonus action on your turn, you can drink a dose of an alcoholic beverage. If you do so, you gain a number of temporary hit points equal to 5 x your proficiency bonus. You also gain resistance to bludgeoning damage while you have these temporary hit points.
The benefit lasts until your next short rest or until you drink again, replacing the benefit.
You can drink a number of doses equal to 1 + your Constitution modifier, being unable to do it again until you finish a short or a long rest. If you drink another dose after your maximum was reached, you are poisoned until you finish a short or a long rest. A second drink after the maximum knock you unconscious for 8 hours.
Last Resort[edit]
At 3rd level, you always fight until the end, grasping at your last reserves of energy. When you fall to 0 hit points, you can choose to be reduced to 1 hit point instead.
You can use this feature once, and regain your uses after finishing a short or a long rest. You gain an additional use of this feature at 9th and a third time at 17th level.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 10th, 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.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Meditation[edit]
Starting at 6th level, you can take a deep breath and collect your thoughts, preparing for the fights ahead. When you finish a long rest, you can choose one aspect of your training to focus, gaining its correspondent benefits, that last until your next long rest:
- Power
You are considered to be one size larger than your regular size, and gain a bonus of +1 for your damage rolls with your fists.
- Stamina
You can see hits as they come for you, gain a bonus of +2 to your AC
- Mobility
Your walking speed increases by 10 feet.
- Skill
You gain a bonus of +2 to your attack rolls with your fists.
Drunken Endurance[edit]
At 9th level, while you have the temporary hit points granted by your Heavy Drinker feature, you also have advantage on Constitution saving throws, and become immune to the frightened and charmed conditions.
If you are frightened or charmed, those conditions are suppressed while you have these temporary hit points.
For Medicinal Purposes[edit]
Starting at 13th level, whenever you drink a dose of alcohol using your Heavy Drinker feature, you regain hit points equal to your level in this class.
Ground'n Pound[edit]
Street fighting is never fair, so you have learned that if an enemy is down you can hit him harder and grab him easily. At 14th level, whenever you take the Attack action, you can Shove or Grapple the target using your bonus action.
In addition, if you knock a creature prone on your turn, if a creature is knocked prone within 5 feet of you or if you start your turn within 5 feet of a prone creature, you can make an opportunity attack with your fists against it.
Survivor[edit]
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.
Enhanced Punches[edit]
- Brutal Punches
You roll 2d6, rather than 1d10, for the damages with your punches.
- Crippling Punch
When you hit a creature with a punch, its movement speed is halved until the end of your next turn. A creature under this effect can't be affected again by it.
- Elemental Punches
You inscribe a magical rune that allow you to unleash the elements. Choose one of the following damage types: acid, cold, fire, lightning or thunder. You can cause damage from that type with your punches, rather than bludgeoning.
In addition, when you cause elemental damage, your punches gain the reach property, since you project forward the elemental energy.
You can choose this punch multiple times. Each time you can choose a new damage type.
- Shoving Punch
A creature damaged by your punch is pushed 5 feet back.
- Double-fist punch
You hold both hands together and deliver a powerful double handed strike, swinging your arms as a club. You cause 1d12 damage, rather than 1d10 with this attack. On a critical hit, the target is knocked prone.
- Superman Punch
If you move at least 10 feet and jump 10 feet (for a total of 20 feet movement) before making a punch attack, on a hit, you can also attempt to Shove that target without using an action.
Fist Dealer Method[edit]
Physical Training Method[edit]
Fist dealers that opt for this method strive to enhance their physical prowess through mostly mundane means. Lifting weights, running, bone hardening trough punching hard surfaces, rest and using - mostly - natural methods. In this way, they are really careful about their physical health, to balance the effects of their more harmful habits, like the steroid abuse. Their bodies are carved trough discipline and they use the toxins as they were meant to be used, as a mere supplement to their natural prowess.
- Healthy
At 3rd level when you choose this method, your body can withstand most mundane harm subjected against it. You have advantage on all Constitution checks and saving throws made against non-magical effects.
- Brutality
Starting at 3rd level, your strikes are made with incredible power. Whenever you hit a creature with a melee attack using Strength, you cause additional 1d4 damage. This additional damage increase to 1d8 at 11th level.
- Superior Athleticism
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.
- Physical Prowess
By 11th level, whenever you make a Strength, Dexterity or Constitution check, you can treat a d20 roll of 9 or lower as a 10.
In addition, when you make a Strength, Dexterity or Constitution saving throw, you can use your reaction add 1d6 to the roll.
- Agility
At 15th level, you gain proficiency in Dexterity saving throws.
In addition, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
- Physical Perfection
When you reach the 20th level, you can choose two abilities from Strength, Dexterity or Constitution to increase by 4. Your ability score maximums for Strength, Dexterity, and Constitution increases to 24.
Juiced Monster Method[edit]
You have poisoned yourself with huge doses of steroids and performance-enhancers, which have made your body powerful and muscular, but made you an addicted rage-fueled freak in return. You couldn't care less though, since that, for you to attain power, sacrificing your long term health and quality of life is worth it.
- Powerful Build
At 3rd level, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. If you already have this trait from your race or another source, your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.
- Weird Metabolism
Starting at 3rd level, your body has adapted to receiving multiple types of substances at the same time. You can use your bonus action to control your own body, avoiding the steroid damage until the end of your next turn. You can use this bonus action a number of times equal to your Constitution modifier, and regain your uses of it after completing a long rest.
- Dangerous Mixture
At 7th level, you can consume two steroids at the same time, receiving both the damage and the benefits of both.
In addition, whenever you take poison damage from your steroids, you gain temporary hit points equal to the damage just taken.
- Roided Rage
At 11th level, you become particularly dangerous while under the effects of the steroids. You can attack three times, instead of twice, while under its effects.
In addition, once in each of your turns, you cause additional damage with your unarmed strikes equal to the poison damage you have taken on your last turn.
- Adapted Body
At 15th level, your body can better handle the harmful effects of the substances you consume. The amount of damage you take from your steroids each turn is reduced to 1d8. It increases to 1d10 at 17th level.
- Permanent Mutation
When you reach the 20th level, your constantly consumption of these substances finally alters permanently your body. Choose one steroid you know. You gain its benefits permanently.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the unarmed striker, fist dealer class, you must meet these prerequisites: Strength 13, Constitution 13
Proficiencies. When you multiclass into the unarmed striker, fist dealer class, you gain the following proficiencies: Simple weapons
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