Pugilist (5e Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Almost no class page is in a finished state when it is first posted. For guidance, see the 5e Class Design Guide.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Please discuss potential changes or tweaks in the discussion forum before editing the class![edit]

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 armor, Medium armor
Weapons: Simple Weapons
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
  • (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 Pugilism Dice
1st +2 Pugilism, Thick Skin, Flow 1d6
2nd +2 Tricks 1d6
3rd +2 Duck n' Weave, Boxing Styles 1d6
4th +2 Ability Score Improvement 1d6
5th +3 Extra Attack, Brace 1d6
6th +3 The Essence of Determination, Iron Body 1d8
7th +3 Pugilist's Instincts 1d8
8th +3 Ability Score Improvement 1d8
9th +4 Boxing Style feature 1d8
10th +4 Comin' Out Swinging 1d8
11th +4 Physical Prowess 1d10
12th +4 Ability Score Improvement 1d10
13th +5 Boxing style feature 1d10
14th +5 Tough Stuff 1d10
15th +5 Won’t Stay Down 1d10
16th +5 Ability Score Improvement 1d12
17th +6 Boxing style feature 1d12
18th +6 Bloodied But Unbroken , Where are you?! 1d12
19th +6 Ability Score Improvement 1d12
20th +6 Champion 1d12

Pugilism[edit]

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

Pugilist Method

Your rough-and-tumble tactics allow you to hit back with just about anything in arms reach. You can roll a d6, instead of the normal damage for your unarmed strikes and melee weapon attacks that lack the two-handed or heavy properties. This die changes as you gain pugilist levels, as shown in the Pugilism Die Column of the Pugilist table.

You can choose to use either Dexterity or Strength, for the attack and damage rolls of your unarmed strikes or any melee weapons you are proficient with that doesn't have the heavy or two-handed property.

You can make a single unarmed strike as a bonus action.

Nimble Combatant

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

Flow[edit]

Starting at 1st level, you can build a consistent flow to gain control over the fight. This special rhythm is represented as flow points. You can use a flow point to do the following techniques.

Power Strike

- You can strike with surprising force. When you hit a creature with a melee weapon attack or an unarmed strike, you can spend a number of flow points up to your proficiency bonus and 1d6s per flow point spent to the damage roll of that attack.

Iron Will

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


You have no flow points when initiative is rolled, but can gain 1 Flow Point in each of the following ways:

-when you successfully hit a creature with an unarmed strike or melee weapon attack.

-when you successfully avoid getting hit by an attack roll.


You can only have a number of flow points equal to your Proficiency Bonus at a time.

You can only gain and spend Flow points during a serious battle or when encountering serious danger.

Whenever you spend one turn in combat without attacking or moving closer to an enemy you loose two flow points. After winning a battle you keep your flow points for the next battle.

All Flow Points are lost after finishing a short or long rest.

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

Thick Skin[edit]

Also at 1st level, your thick skin makes you more resilient in a fight. When you are not wearing armor or wielding a shield, your AC can be calculated as 13 + your Constitution modifier.

Tricks[edit]

At 2nd level, you learn four pugilist tricks that help you get an edge in the fight: Feint, Guard, Lunge, and Rush. You can use these tricks as a bonus action, and gain 1 Flow point when you do so.

Feint

Make a Dexterity (Sleight of Hand) check against a creature's Wisdom (Insight check). On a success, you have advantage on the next melee attack roll you make against that creature.

Guard

As a Bonus Action, you can take a defensive stance. Until the start of your next turn, you gain a bonus to your AC equal to half your proficiency bonus (rounded up.)

Lunge

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

Rush

You can take the Dash Action as a Bonus Action.

Duck n' Weave[edit]

At 3rd level, You can block an attack and return a strike in one swift motion. Whenever an attacker within your melee attack range that you can see hits you with an attack, you can use your reaction to reduce the damage by 1d10 + your Constitution modifier + your Pugilist level.

If you reduce the damage to 0, you can make a melee attack against a creature within range as part of the same reaction.

Extra Attack[edit]

At 5th level, when you take the Attack action, you can make two attacks instead of one.

Brace[edit]

Also at 5th level, You've learned to grit your teeth through the toughest hits. When you suffer a Critical Hit, you can use your reaction, and spend 1 Flow point to turn that hit into a normal hit.

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 defenses. In addition, you now regain a flow point whenever you succeed on a saving throw made to resist a hostile effect.

Iron Body[edit]

Also at 6th level, the school of hard knocks has made you even tougher. Gain an additional +1 to AC if you aren't wearing heavy armor.

Pugilist's Instincts[edit]

Starting at 7th level, You've learned how to get a good read on the other contenders in the ring. You can learn certain information about your enemies by carefully observing them in combat. While fighting one or more creatures in combat, you can spend 1 flow point in the following ways to gain knowledge about who you're squaring up against:

Size 'Em Up

When you or another creature misses an attack roll against a creature you can see, you can spend 1 Flow point to learn the current Armor Class of that creature.

Hit Where It Hurts

When a creature you can see succeeds on a saving throw, you can spend 1 flow to learn the value of the saving throw bonus that the creature used to make the save.

What Strength Remains

Immediately after a creature you can see takes damage, you can spend 1 Flow point to determine if it is above or below half it's maximum hit points.

Comin' Out Swinging[edit]

At 10th level, you've learned how to get into the flow of a fight fast. When you roll initiative, you immediately gain 2 flow points.

Physical Prowess[edit]

At 11th level, whenever you make a Strength, Dexterity, or Constitution check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Tough Stuff[edit]

At 14th level, you gain proficiency in Constitution saving throws. Additionally, you gain advantage on saving throws to resist poisons and have resistance to poison damage.

Won’t Stay Down[edit]

At 15th level, your drive to win lets you dig deep and get back on your feet when you've been dealt a knockout blow. You add your proficiency bonus to Death Saving Throws. If your roll is a total of 20 or higher you regain a number of hit points equal to twice your pugilist level + your Constitution modifier.

Bloodied But Unbroken[edit]

At 18th level, you've pushed your body to the absolute limits of it's physical endurance and ability to tolerate pain. You gain resistance to bludgeoning, Piercing, and Slashing damage.

Where are you?![edit]

At 18th level, you have also improved your sense of danger, whenever you are hit by any harmful effect, such as damage or status ailments, you know the direction you would need to travel to get closer to the creator of that effect.

Peak Physique[edit]

When you reach the 20th level, you've reached your prime and few can compete with your athleticism. Your Strength, Dexterity, and Constitution increase by 2, up to a maximum of 22.

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. Some of your Boxing Style features will require the effected creature to make a saving throw. The saving throw DC is calculated as 8 + your Proficiency Bonus + your Strength or Dexterity modifier (your choice).

Out-boxer[edit]

The Out-boxer is renowned not for its striking power but its stamina and fleetness of foot. An Out-boxer specializes in evasive maneuvers to avoid enemy strikes and capitalize on gaps in their foes' defenses before retreating to a defensive stance.

Fancy Footwork

At 3rd level, you’ve focused your training to make you quick and lighter on your feet granting you the following benefits:

You have Advantage on Initiative rolls.

You can stand up from Prone as a reaction, and whenever you stand from Prone, you only expend 5ft of movement instead of half your movement.

When a creature ends its turn within 5 feet of you, you can use your reaction to move up to half your movement speed. This special movement doesn’t provoke attacks of opportunity.

Flow Techniques

At 3rd level, you learn additional flow techniques befitting of your boxer style.

Stick and Move When you make an unarmed strike with a bonus action on your turn, you can spend 1 flow point and gain the benefits of the Disengage action and your movement speed increases by 10 feet until the end of your turn.
Skillful Counter When an opponent within range of your melee attacks misses you with an attack roll, you can spend 1 flow point to make an attack against that creature as a reaction. Additionally, when you use your Skillful Counter, or Duck n' Swing feature, you can add your Pugilist level to the damage roll of the reaction attack.
Aerobic Regiment

At 9th level, Your Stamina is something else, able to recover quicker than most if you get winded. After completing a short rest, you can remove 1 level of exhaustion and gain temporary hit points equal to your pugilist level + your Constitution modifier. Additionally, you can remove all levels of exhaustion instead of one after completing a long rest.

Bob and Weave

Starting at 13th 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.

Boxer Reflexes

At 17th level you can move with heightened reflexes few can hope to achieve. You can spend 1 flow point to grant yourself an additional reaction.

Slugger[edit]

Sluggers are the hulking definition of brute strength. They're tactics are simple, but effective, relying on brute force and fearsome displays of strength to subdue and intimidate the competition.

Flow Techniques

At 3rd level, you learn additional flow techniques befitting of your boxer style.

Brutal Swing. The Explosive force you can put behind your attacks is enough to send your foes flying. When you hit a creature with an unarmed strike or melee weapon attack, you can spend 1 flow point and force a creature of no more than one size larger than you to make a Strength saving throw. On a failure, the creature takes additional damage equal to your pugilist level and is horizontally pushed a number of feet equal to 5 times your proficiency bonus away from you. If the creature hits an object or another creature that would prevent it from moving the full distance, it takes an additional 1d6 damage per 5 feet it didn't travel. On a success, the creature is not pushed.
Demoralizing Punch. When you hit a creature with an unarmed strike, you can spend 1 flow point and force the creature to make a Wisdom saving throw. On a failure, the creature has disadvantage on the next attack roll it makes.
Rock Steady

At 3rd level, you can dig your heels in when others try to force you around. you have advantage on saving throws to avoid being pushed, pulled, or knocked prone.

Dizzying Strike

At 9th level, You've learned to put more weight behind your attacks leaving your challengers dazed from the impact. When you hit a creature with your Power Strike feature, you can spend 1 flow point and force the creature to make a Constitution saving throw or have disadvantage on both Dexterity Saving throws and attack rolls it makes until the end of your next turn. On a success, the creature is doesn't suffer the aforementioned penalties and takes additional force damage equal to your pugilist level.

Goliath's Might

At 13th level, you count as one size larger for determining carrying capacity, for grappling, shoving, pushing, pulling and all other features concerned with your size - You can spend one flow point to gain advantage on a strength check and when doing so you can add your proficiency bonus to the roll even if you are already proficient in the given check.

Titan's Fist

At 17th level, You can put all the force of your being into one titanic punch. When you use your Power Strike feature, instead of rolling d6s for the additional damage, you can use your Pugilism die for the extra damage die and can reroll any 1s or 2s on the damage die, but must use the new rolls even if they are another 1 or 2.

Swarmer[edit]

Swarmers are pugilists who fight with reckless abandon and fierce desperation, using an aggressive style of rapid blows to overwhelm the enemy in a barrage of fists and body blows. What they lack in strength, they more than make up for in numbers.

Snap Punch

Starting at 3rd level, you know that getting the first hit in can make a big difference. You add your Proficiency Bonus to your initiative rolls and have advantage on the first attack roll you make against any creature that hasn't acted yet during the first round of combat. If the attack connects, it counts as a critical hit.

Flow Techniques

Also at 3rd level, you learn additional flow techniques befitting of your boxer style.

Dempsey Roll. When you take the Attack Action, you can spend 1 flow point and make two unarmed strikes with your bonus action instead of one. You can make additional unarmed strikes with your bonus action increases to three attacks at 9th level, and increases to four at 17th level. If at least 2 of your additional unarmed strikes hit, you gain 1 flow point.
Aggresive Counter. When you use your Cross Counter feature, you can spend 1 flow point to make the reaction attack regardless of whether you reduce the damage to 0 or not.
Desperate Striker

At 9th level, Your fierce will to win can give you a burst of speed and accuracy to help you strike true in a pinch. When you are below half your hit point maximum, you can spend 1 flow point to give yourself advantage on all your melee attack rolls until the end of the current turn. Once you use this feature, you cannot do so again until you finish a short or long rest.

Dig Deep

At 13th level, You can push yourself beyond your normal limits for a brief time. You can give yourself temporary hit points equal to 3 times your pugilist level.

Overwhelm

At 17th level, you're ability to get up and at 'em in a fight is legendary. 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 on your first turn of combat (initiative count 1 if the total rolled on initiative was below a 10.)

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

4.00
(3 votes)

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: