Pugilist Revamped (5e Class)

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Pugilist Revamped[edit]

The Pugilist Revamped[edit]

Creating a Pugilist[edit]


Quick Build

You can make a Pugilist quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Constitution. Second, choose the background. Third, choose <!-elaborate on equipment choices->

Class Features

As a you gain the following class features.

Hit Points

Hit Dice: 1d10 per level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per level after 1st

Proficiencies

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Equipment

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

Table: The

Level Proficiency
Bonus
Features
1st +2 <!-Class Feature1->
2nd +2 <!-Class Feature2->
3rd +2 <!-Class Feature3->
4th +2 Ability Score Improvement
5th +3
6th +3
7th +3
8th +3 Ability Score Improvement
9th +4
10th +4
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6

Tough[edit]

At 1st level, your AC while not wearing armor equals 10 + your Constitution modifier + your Strength modifier.

Brawl[edit]

Starting at 1st level, your unarmed damage becomes 1d6, rather than 1. This damage increases to 1d8 at 5th level, 1d10 at 9th level, 2d6 at 13th level, 2d8 at 17th level and 2d10 at 20th level.

Lightning Strike[edit]

Also at 1st level, once per turn when you make an unarmed strike, you can make an additional one using your Bonus Action. At 11th level you no longer need to use your Bonus Action to use this feature.

Trickery[edit]

At 2nd level, you know some dirty tricks and streetwise you can use in combat. You learn one trickery at 2nd level, and gain more in the levels shown on the Trickery Column above.

Once you use a trickery, you can't use that trickery again until you complete a short or long rest, unless that trickery description says otherwise.

Improvised Weapon

You gain proficiency in attacks with improvised weapons, and you the damage caused by improvised weapons equals your unarmed damage. When you make an attack with an improvised weapon, you can...

Sudden Strike

You gain proficiency in Sleight of Hand and Stealth. In addition, when you attack a creature with Advantage, you can use this trick to increase the damage by 2d6 on a hit. This increases to 3d6 at 11th level.

Feint

You gain proficiency in Deception and Performance. You can give yourself Advantage on all attacks made on that turn (no action required).

Low Blow

When you hit a creature with a dirty strike, the target must succeed on a Constitution saving throw or is incapacitated until the end of your next turn.

Cruel Strike
Brutal Strike
Pummeling

When you hit a creature with an unarmed strike, you can make another one immediately, without requiring an action.

Rumble

You can use an Action to make one unarmed strike against each creature within 5 feet of you.

Powerful Strike[edit]

At 6th level, your unarmed strikes are considered magical to overcome resistance to nonmagical damage. At 13th level your unarmed strikes ignore immunity to non-magical bludgeoning damage and the damage threshold of objects.

<!-Subclass Feature->[edit]

<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->

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.

<!-Class Feature->[edit]

<!-Class feature game rule information->


Kickboxer[edit]

<!-For subclasses introduce this class option here->

High Kick

Starting at 3rd level, when you hit a creature with an unarmed strike, you can replace your Lightning Strike bonus attack with a high kick. On a hit, your target can't take reactions until the end of its turn. A critical hit with your high kick leaves your target unconscious until the start of its turn.

Using the high kick without hitting the target first is possible, but the attack has a -5 chance of hitting.

Sweep the Leg

At 6th level, you can attempt a sweep on your target. When you shove a creature with the goal of knocking it prone, you can make an unarmed strike, rather than a contested Strength (Athletics) check.

In addition, whenever you sweep your target, you gain an opportunity attack against it.

Flying Kick

At 10th level, you can jump towards your target and deliver a Flying Kick against it. This uses your Action, and, on a hit, you cause the unarmed strike damage, and you can forgo any attacks you would be able to perform on that turn to add +2d8 to the damage of the attack.

In addition, on a failed Strength save the target falls prone.

<!-Class Option 2->[edit]

<!-Introduce this subclass here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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