Fist Dealer (5e Class)

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Unarmed Striker, 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"

In this class it doesn't matter what race you are, there is no limitation other than having two limbs, if you don't have fists you will have legs to use. You don't need teachers, more than the tavern and lots of beer. You want to open up and punch to death and you will do that, without spending a penny more than on whores and alcohol

Creating an Unarmed Striker, 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

To create a Fist Dealer you have to think little, I want A LOT of constitution + strength, dexterity goes to a secondary point such as charisma and intelligence and knowledge throw them away. Even so, you have to think that creatures with natural weapons like Tabaxis benefit more from this class, so we will think of a tabaxy or something similar.

Class Features

As a Fist Dealer you gain the following class features.

Hit Points

Hit Dice: 1d12 per Fist Dealer level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Fist Dealer level after 1st


Armor: None
Weapons: Simple weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose three skills from Athletics, Acrobatics, Insight, Intimidation, Perception, Stealth, Survival


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

  • (a) explorer's pack or (b) dungeoneer's pack
  • If you are using starting wealth, you have 4d4 x 10 gp in funds.

Table: The Fist Dealer

Level Proficiency
Accurate blow My Fist U'r Face Features
1st +2 1 1d6 My fist U´r Face, Accurate bow
2nd +2 1 1d6 Fist down, Fists Rage
3rd +2 1 1d6 Not all Fists are The same, Steroids
4th +2 2 1d6 Ability Score Improvement
5th +3 2 2d6 Meditation, Endurance
6th +3 2 2d6 Not all Fists are The same
7th +3 3 2d6 Beer Power, Steroids
8th +3 3 2d6 Ability Score Improvement
9th +4 3 3d6 Not all Fists are The same, Ability score improvement
10th +4 4 3d6 Reckless Punch
11th +4 4 3d6 Footwork, New league, Steroids
12th +4 4 3d6 Ability Score Improvement, Not all Fists are The same
13th +5 5 4d6
14th +5 5 4d6
15th +5 5 4d6 Expert Fair play, Not all Fists are The same, Steroids
16th +5 6 4d6 Ability Score Improvement
17th +6 6 5d6 Last Resort (x4)
18th +6 8 5d6 Not all Fists are The same, Steroids
19th +6 9 5d6 Ability Score Improvement
20th +6 10 6d6 Legendary Good League, Not all Fists are The same Steroids

My fist u'r Face[edit]

So many punches you have received have taught you not only how to use your limbs as deadly weapons, they are also your main defense. All this training without a bell to save you have given you the following benefits:

  • While not wearing armor, your AC equals 10 + your Strength modifier + your Constitution modifier.
  • You roll 1d6, instead of the normal damage for unarmed strikes. The damage increases as you gain levels in this class, shown on the My fist u'r Face column on the Fist Dealer table.

Accurate Blow[edit]

Your days on the street have taught you something, the guard is something important and if the enemy does not know how to protect himself, you will be able to give him with pleasure.

Once per turn, when you make an unarmed strike with advantage, if both rolls would hit your opponent, you can cause twice the damage.

Fist Rage[edit]

At 2nd level, you can enter in an enraged state as a bonus action. While your Fist Rage is active, you gain the following benefits:

  • Once per turn you can add your proficiency bonus to the damage rolls of your unarmed strikes.
  • You gain resistance to slashing, piercing and bludgeoning damage.
  • You gain advantage on Strength checks and saving throws.

You can use this feature once, and regain your use of it after completing a long rest. When you reach the 11th level, you can use this feature between short or long rests.

Fist Down[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. Also at 2nd level, when you hit a prone creature with an unarmed strike, you cause additional 1d6 damage and can use your bonus action to attempt to grapple that creature, if the target is Large sized or smaller.

Not all Fists are The same[edit]

Every experience in combat has shown you that not all fists are the same. At 3rd level (and every three levels thereafter) you can choose 2 bonuses on the fists. Activating them costs an action bonus and deactivating them is free. You can have a bonus in each fist, (if you have a race with more than 2 hands, you can only have two), to the attacks given with that fist, you add the bonuses and the statistics that they give you. (The different fists will be added at the end of the class)


It is called steroids, but really what happens is that your muscles grow in size, with this every time you win steroids you can choose one of these bonuses (you can choose again as many times as you want the bonuses, they are accumulative)

1) +1 to punching and punching weapons

2) +1 permanent to health growth (if you add this bonus it adds +1 to hp for each level of fist dealer)

3) +1 to fist damage

4) +10 feet to speed


Although it may not seem like we fighters need to rest and meditate, choose a meditation. Be it a ring, whores or sitting in a corner.

-When you meditate as a long rest you can choose one of these three bonuses

1) Heavy Meditation: When you enter "fist rage" you become a much larger creature (+1 to size, you can charge double and +3 to fist damage)

2) Stamina Meditation: +10 hp until next rest

3) Cardiovascular Meditation: +20 feet speed

4) Meditation control: +3 on hit


Anger is your moment, so you have learned to postpone pain when you are in anger. All damage done to you is reduced by 1d10 for each turn that your rage lasts (This bonus must be rolled with each start of rage and only works for physical damage, piercing slashing and Bludgeoning damage)

Beer Power[edit]

You, as a born puncher and partygoer of every beer, learn to live with beer, beers heal you and being drunk is a long break when you recover. This does not prevent the effects of alcoholic

-Low alcohol beer 2d4 + 4

-Half degree alcohol 3d4 + 4 beer

-High alcohol beer 4d4 + 4

Reckless Punch[edit]

Hitting is fun, so I do it like the greats. At 10th level, in each attack you can subtract -5 from the hit and deal +10 damage; If you use a fist weapon, subtract a -3 from the hit and add +10 to the damage


Not moving gives more time to fight than anyone would have imagined. At 11th level, if you haven't moved on your turn, you can make one additional unarmed strike as part of the attack action. Doing so reduces your movement speed to 0 until the end of your turn.

New League[edit]

Your league is not like those of the others, from now on whenever you manage to intimidate someone you can do double the damage, and it is not possible to remove the intimidation. You also gain advantage in personality (All kind of personality checks like persuasion) or checks against him.

Fair play[edit]

If u are bigger than the other u have advantage in attack rolls.

Last resort[edit]

You always fight to the end, when you drop to 0 life points, at that moment you can take an extra turn and then fall to the ground.

Not all the first are the same[edit]

Elemental Punch (you can choose more than once)

-choose an element and add a d6 to your fist damage of that element, or do all the damage of that element

Fast punch

-When you use this fist you do not generate attack of opportunity

Long mind

-you gain 15 feet of range with that fist

Touch Sleep

you can put someone to sleep with this check, this fist does not hurt but if the enemy does not pass the dc 13 of constitution he falls asleep

Protection Punch

When you use this fist, you give +2 AC to allies

Perfect Fist

+3 to attack roll

pleading fist

this fist ALWAYS attacks at a disadvantage, but you heal the damage done

Stunning kick

you can push the enemy 5 feet if you hit with this fist (Dc=Attack roll/STR enemy check)

Bar Punch

This attack uses improvised weapons as its attack. EX: you can throw a bottle and suar all the bonuses from the fists (use it to throw improvisational things)

fist to disarm

This fist attacks with a disadvantage, if the enemy gives, he has to make a countered save of strength or throw the weapon

Parry Fist

You hit with this fist to gain +2 ac


Prerequisites. To qualify for multiclassing into the unarmed striker, fist dealer class, you must meet these prerequisites:

Proficiencies. When you multiclass into the unarmed striker, fist dealer class, you gain the following proficiencies:

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