Pugilist (Strength) (5A)

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This is an Exemplar subclass for 5A.

—Mister Anders says you people can't settle here.
—Mr Anders can step up himself if he has such strong opinions!

A pugilist is a fistfighter without the spiritual side of a monk. Popular entertainment and champions in local conflicts, they are often seen as heroes of the common people. Pugilist adventurers are decent strongmen and frontline fighters, but they also have uses in social scenarios, as their particular form of violence is usually more tolerated that swordplay or destructive magic.

A pugilist might be known as an enforcer, bodyguard, prizefighter, ganger, athlete, pit-fighter, or champion.

1st level: Focus Ability

Your Focus Ability is Strength. You are proficient in Strength and Constitution saving throws.

1st level: Pugilist Proficiencies

When you choose this focus at 1st level, you learn the Athletics and Intimidation skills. You gain expertise (double Proficiency Bonus) in Intimidation and Athletics.

1st Level: Punch

You can make unarmed attacks that do bludgeoning damage. At level 1, you do 1d3 bludgeoning damage. At level two and above you do bludgeoning damage equal to your Exemplar Die. This does not use up any dice from your Exemplar Dice pool.

When you do a successful grapple or shove, you inflict punch damage, but this does not count as an attack for using Tricks and Exemplar Dice.

2nd level: Pugilist Tricks

You can choose these tricks only available to Pugilists.

  • Footwork. Use this trick when you move. Your movement does not trigger attacks of opportunity until the start of your next turn.
  • In the Ring. Use this trick when you are knocked prone or forced to move, making you immune to these effects. This only lasts until the end of the current turn, so you might be affected on later turns in the same round.
  • Quick Punch. Use this trick on your turn to make a Punch attack.
  • Stop Punch. Use this trick when a creature moves into a space within 5 feet of you. Make a Punch attack on against creature. If this attack inflicts any damage, the creature is immobilized and its speed is reduced to zero until the start of its next turn.

3rd level: Quick Recovery

You can take an action to expend one Hit Die and recover Hit Points as if you are taking a short rest. When you spend Hit Dice to recover Hit Points, you add an Exemplar Die to each hit Die you spend. This does not expend any of your Exemplar Dice from your pool. You can use this ability a number of times equal to your Proficiency Bonus, regaining all uses on a long rest.

6th level: Pugilist Dice

You can use Exemplar Dice in new ways.

  • You can use dice from your Exemplar Dice pool to improve Punch attacks. After rolling for an attack, you can spend an Exemplar Die and add the result to both the attack roll and damage of the attack. This also makes your punch into a magic weapon.
  • When you hit with a Punch attack, you can expend an Exemplar Die. Add the result to the damage of the attack, and the target must make a Constitution saving throw or be stunned until the end of your next turn. A target that passes this saving throw automatically succeeds on further saving throws against this ability until the start of your next turn. This also makes your punch into a magic weapon.
  • When you take damage, you can expend an exemplar die and reduce the damage by the result. If this reduces the damage to zero, the attack is entirely negated, including any secondary effects.

10th level: Punch Barrage

As an action you can expend an Exemplar Die and make a number of punch attacks equal to the result, but not exceeding your Proficiency Bonus.

14th level: Weave

You gain immunity to the stunned condition. When you take the Dodge action on your turn, you can make one punch attack.