Fistmancer (5e Class)

From D&D Wiki

Jump to: navigation, search


Fistmancers are creatures created out of the blessings of gods from outer planes. These kind of people are taken by a monastery and are trained to represent their god.

Creating a Fistmancer[edit]

Quick Build

You can make a fistmancer quickly by following these suggestions. First, strength should be your highest ability score, followed by intelligence. Second, choose the acolyte background. Third, choose the dungeoneer's pack and a holy necklace with the symbol of your choosen deity.

Class Features

As a Fistmancer you gain the following class features.

Hit Points

Hit Dice: 1d8 per Fistmancer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Fistmancer level after 1st


Armor: None
Weapons: None
Tools: Choose one type of artisan's tools or one musical instrument
Saving Throws: Strength, Intelligence
Skills: Choose four from Acrobatics, Animal Handling, Arcana, Athletics, History, Insight, Nature, Perception, Religion, and Stealth


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

  • (a) a dungeoneer's pack or (b) a explorer's pack
  • (a) holy necklace from your choosen deity or (b) holy ring from your choosen deity
  • If you are using starting wealth, you have 5d4 in funds.

Table: The Fistmancer

Level Proficiency
Magic Fist Features Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 1d4 Magic Fist, Magical Source, Spellcasting 4 3 2
2nd +2 1d4 Mystical Protection 4 4 3
3rd +2 1d4 Magical Source feature 4 5 4 2
4th +2 1d4 Ability Score Improvement 5 6 4 3
5th +3 1d6 Extra Attack 5 7 4 3 2
6th +3 1d6 Mind over Body 5 8 4 3 3
7th +3 1d6 Magical Source feature 5 9 4 3 3 1
8th +3 1d6 Ability Score Improvement, Trained Body 5 10 4 3 3 2
9th +4 1d8 5 11 4 3 3 3 1
10th +4 1d8 Surprise Cast 6 11 4 3 3 3 2
11th +4 1d8 Magical Source feature 6 12 4 3 3 3 2 1
12th +4 1d8 Ability Score Improvement 6 12 4 3 3 3 2 1
13th +5 1d10 6 13 4 3 3 3 2 1 1
14th +5 1d10 Arcane Critical 6 13 4 3 3 3 2 1 1
15th +5 1d10 Magical Source feature 6 14 4 3 3 3 2 1 1 1
16th +5 1d10 Ability Score Improvement 6 14 4 3 3 3 2 1 1 1
17th +6 1d12 Extra Attack 6 15 4 3 3 3 2 1 1 1 1
18th +6 1d12 6 15 4 3 3 3 3 1 1 1 1
19th +6 1d12 Ability Score Improvement, Body over Mind 6 15 4 3 3 3 3 2 1 1 1
20th +6 1d12 Magic Burst 6 15 4 3 3 3 3 2 2 1 1

Magic Fist[edit]

Your fists are blessed and infused with the magic acquired from your connection to the Royal Plan, the world of the gods, which you have attained with the training you got in your monastery. Thus, by channeling the mystical energy into your fists, you became able to perform pure energy blows. Your unarmed attacks deal damage equivalent to that shown in the Magic Fists column added to your Strength ability modifier, and are always considered weapons for spell purposes. You perform a normal unarmed attack, adding up your proficiency bonus and your strength ability modifier.

Magical Source[edit]

At the first level, your body, mind and soul are infused with a Magical Source. Choose between Natural Gift, Divine Supervision or Acquired Knowledge, all detailed at the end of the class description. Your choice grants you features at the first level and again at the 3rd, 7th, 11th, 15th levels.


Your training and discipline have made the barrier between plans minimal for you, providing access to mystical arts. Some use gifts predestined by Lilyan, goddess of Beauty and Ambition, others prefer the supervision of Zoconva, goddess of Order and Death, while another group, which makes up almost half, devoted themselves to the studies of Eyel, goddess of Magic and Knowledge.

  • If you need to make a melee spell attack roll, roll the attack normally and add the damage from your Magic Fists to your damage roll.
  • If you need to make a ranged attack roll, you can make the attack in melee, dealing your normal damage plus the damage of your Magic Fists, but if you want to cast with the spell's natural range, you'll make the attack with disadvantage and won't add the damage from your Magic Fists.
  • If the spell imposes a saving throw on the target, you can make a melee attack on the target, the half of the difference between the roll result and the target's AC will be added to the save's DC, rounded down. The spell is cast normally even if the attack misses. The attack used on this spell does not deal damage.
  • If the spell doesn't require a roll or a saving throw to deal damage, you can deal the damage instantly, in addition to the damage of your Magic Fists. If you target something outside your melee range, you do not add bonus damage from your fists.

Spells that do not fit the above descriptions are cast normally.


At the 1st level, you know three cantrips from the spell list determined by your Magical Source. You can learn an additional number of cantrips as you level up, as is shown in the spell chart.

Spell Slots

The Fistmancer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the spell list determined by your Magical Source choice.

The Spells Known column of the Fistmancer table shows when you learn more spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from the choosen spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

You use Strength as your spellcasting ability.

Spell save DC = 8 + Strength modifier + proficiency bonus

Spell attack modifier = Strength modifier + proficiency bonus

Spellcasting Focus

You can use your holy adornment as your spellcasting bonus. You can use it for the somatic components of the spell.

Mystical Protection[edit]

Starting at the 2nd level, you gain mystical protection over your body, heightening both your senses and your reflexes. While not using armor or shields, you have an AC of 12 plus your Dexterity ability modifier and your Intelligence ability modifier, and you can add your Intelligence modifier to your Perception and Investigation rolls.

Ability Score Improvement[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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 17th level in this class.

You can cast up to two cantrips, but only one spell and one cantrip, using this feature at the 5th level, and three cantrips, but only two cantrips and one spell, at the 17th level.

Mind over Body[edit]

At the 6th level, as a form of muscle relaxation, you quickly let your mind flow throughout your body, restoring your stamina. As a bonus action, you can spend a spell slot of any level to regain 1d6 x level of the expended spell slot, plus your Intelligence ability modifier, hit points.

Trained Body[edit]

Starting at the 8th level, due to your hard training you no longer feel the need to eat or hydrate, so you no longer feel hungry or thirsty.

Surprise Cast[edit]

Beginning in the 10th level, whenever you roll initiative, you can immediately cast a cantrip.

Arcane Critical[edit]

Beginning at the 14th level, when making a melee attack using a spell, if you roll a natural 20, choose one of the following effects:

  • Cause the target to fail the saving throw instantly;
  • Your magic does its maximum damage;
  • Double the damage of your Magic Fists

Body over Mind[edit]

A healthy body leads to a healthy mind, so one way to keep your mind healthy is through relaxing exercise. Starting at the 19th level, you can practice and train your physique for 30 minutes, then roll 1d10, plus your intelligence skill modifier, regain spell slots equal to the result, starting at the lowest.

Magic Burst[edit]

At the 20th level, once per long rest you can discharge an immense amount of mystic energy at once. As an action, you can expend a number of spell slots up to your intelligence ability modifier, minimum of 2, and then cast a number of spells equal to the number of spell slots spent using them.

Natural Gift[edit]

Lilyan, in all her grace and vanity, has bestowed on you a gift, which you feel as if you always have it in your body. When choosing this Magic Source, the list of spells used throughout the levels for that class will be the sorcerer list.

Mystical Ambition

Beginning at the 3rd level, you are immune to the effects of charms and gain advantage on Wisdom saving throws against curses. In addition, you can make your allies' efforts even more useful. Twice per short/long rest, you can bless your nearby allies with unrivaled grace, granting them temporary hit points equal to your Intelligence ability modifier plus your proficiency bonus

Grace Movement

Starting at the 5th level, your base movement speed increases by 5 feet, multiplied by your Intelligence skill modifier, minimum of 5. In addition, you gain advantage on Dexterity saving throws against spells and traps.

Blinding Beauty

Upon reaching the 11th level, you become proficient in persuasion and deception, if you are already trained add your proficiency bonus once more. As an action, you can radiate magnificent, dazzling light. All creatures that can see you within 30 feet must succeed on a Wisdom saving throw, or else they will be distracted by your beauty and grace, taking disadvantage on all attack rolls and skills. The effect lasts for 1 minute and can be ended at any time during your turn. The effect is also interrupted if you take any action that could harm the charmed target. You can use this feature a number of times equal to your Intelligence modifier, minimum of 1, per long rest.

Pure Energy

Finally, at the 15th level, as a bonus action, you can relinquish your mundane body, becoming a being of raw mystical energy. All creatures within 15 feet must succeed on a Wisdom saving throw, or become charmed for 1 minute or until they take damage from any source. The DC for this check is your default spell DC. For 1 minute, you gain resistance to all non-magical damage, a flying movement speed equal to half your average movement speed, and you can telepathically communicate with any creature with at least 3 intelligence points within 30 foot. You don't need to share known languages for this. You can end this effect at any time during your turn. You must take a long rest before you can use this feature again.

Divine Supervision[edit]

The just and benevolent Zoconva, who inhabits the domain of death, took an interest in your dedication, so she granted you a pact, so that you wouldn't disappoint her and could use powers from a dark plane, like hers, while keeping your soul pure. When choosing this Magic Source, the list of spells used throughout the levels for that class will be the warlock list.

Death Vow

Starting at the 3rd level, as an action, you draw chains from your arms, which are launched toward your target. It must succeed on a Dexterity saving throw, or else it will be bound by mystical chains and take 1d6 necrotic damage, you regain hit points equal to half the damage dealt, rounded up. While trapped, the target must make a Strength saving throw every start of its turn, taking damage again on a failed save and breaking free on a successful one. After being freed, the affected creature cannot be targeted by chains again for 1 hour. You can use this feature a number of times equal to your Intelligence skill modifier per long rest.

Justice's Call

Beginning at the 7th level, when you take damage from a creature, your next melee range attack against it will be with advantage. If you hit, you can spend a 1st-level spell slot, dealing half the damage of your Magic Fists as extra damage in retaliation. You must take a short/long rest before using this feature again.

Divine Strike

Upon reaching the 11th level, as a bonus action, you can spend a spell slot to enhance the energy of your fists. Your next attack will deal (spell slot level spent)d4 extra necrotic damage.

Soul Duality

Finally, when reaching to the 15th level, as an action, you can expend a spell slot of up to 7th level, summoning a duplicate of yourself made of shadows and glowing energy. This duplicate has hit points equal to your Intelligence ability modifier multiplied by the level of the spell slot used. In addition, she will share all but this one resource and spells with you, but it can only cast spells up to the level of the spell slot you used. The duplicate lasts 1 hour and always acts after your turn. It can be dispelled early at any time on your turn if you are knocked unconscious or if it dies. If the duplicate dies, you are stunned for 1 turn and must succeed on an Intelligence saving throw, or else you will be unable to use spells and magic items for 1d4 turns. After using this feature, you cannot use it again until you complete a long rest.

Acquired Knowledge[edit]

Eyel, the greatest wizard of the Royal Plane, whose abilities go beyond mundane comprehension, but for you, who studied so much throughout your years at the monastery, understanding Eyel's spells is not a difficult task, as you already have your mind more than ready for it. When choosing this Magic Source, the list of spells used throughout the levels for that class will be the wizard list.

Expert Knowledge

At the 3rd level, you become an expert in a specific school of magic, gaining a number of spells equal to your Intelligence ability modifier, minimum of 1, from the chosen school.

Study Adept

Starting at the 7th level, henever you take a short rest, regain spell slots equal to your proficiency bonus.

Quick Cast

Upon reaching 11th level, whenever you use your action to make a melee attack using spells, you can use your bonus action to cast any spell you have available, consuming the required spell slot, as long as your casting time is of 1 action and duration is instantaneous. Spells cast using this feature can only be in melee range.

Magic Wit

Finally, when reaching the 15th level, when targeted by a spell of 1st level or higher, you can, as a reaction, fire the same spell at the attacker using the highest spell slot you can currently cast. Your spell slot is not consumed. You can only use this feature a number of times equal to your Intelligence ability modifier, minimum of 1, per long rest.


You can't multiclass into this class.

(2 votes)

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!