Base Class: Fighter
You have been raised by the streets fighting your way up the food chain of the underground by proving you are the strongest. Time and time again you were asked to fight and time and time again you showed them your moxie. You became a performer, a gladiator of sorts, whose performances left the audience in more awe than any bards song. Your fists became your greatest weapons, and your will to win became your greatest motivator. You became a Pugilist.
Combinations
Steal sharpens steal, and flesh hones flesh. You have honed your body to the point of perfection, and have become the embodiment of peak physical condition through training and fighting, but that is not enough. Sometimes you must add a little moxie to your strikes. When attacking whilst unarmed you may attack in a predetermined combination of strikes that rely on your own intensity. The attack patterns are listed below.
Combo Points = You have four points that can be expended to do combinations while you are unarmed. You regain all of your expended combo points when you finish a short or long rest.
Saving Throws. Some of your combinations require your target to make a saving throw to resist the combination’s effects. The saving throw DC is calculated as follows.
Combo save DC = 8 + your proficiency bonus + your Charisma modifier
- One-Two - You attack twice, once with a light jab that deals 1 damage, and again with a heavy straight. You must roll each attack and have advantage on the second if the first connected.
- Gazelle Punch - When you hit a creature with an attack, you can expend one combo point to attempt to knock the target down. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
- Flicker Jab - You attack with a lightning fast, whip-like jab that causes the target to be distracted. The first ally to attack the target before your next turn has advantage, and this attack counts as Thunder damage.
- Counter Punch - You use your opponents force against them. If an opponent attacks you may use your reaction to make one unarmed strike against them.
- Sakki Feint - You make an attack by projecting your sakki into an image of you in an alternate attack pattern confusing your opponent with a feint whilst landing your attack. Your opponent makes a Wisdom Saving Throw. If they fail, they have disadvantage on attack actions until the end of their next turn.
- Heart Break Shot - You attack at the opponents heart with a corkscrew blow. Your target makes a Constitution Saving Throw. If they fail, they may not take bonus actions or reactions until the end of its next turn.
- Level Six - Liver Blow - You attack a humanoid in the spot that you know to be its weakest point. If you hit, the target must make a Constitution saving throw. On a failed save, it is stunned for one round.
- Level Ten - Smash - You attack the opponent with maximum strength in an attack that is in between a hook and an uppercut. When you hit a creature with this combination you may add 1d4* exploding dice to the damage roll.
*Exploding dice is a dice that when rolled to the max will roll again in addition to the initial roll.
Bare Knuckles
Your fists have become your greatest weapons allowing you to deal extra damage bare handed. Your unarmed strikes deal an additional damage equal to the amount shown on the "Martial Arts" chart for the Monk Class, and your fists now count as "Light" weapons while unarmed.
Unarmored Defense
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier. You cannot use a Shield and still gain this benefit.
Natural Performer
You have gained renown and attention as a gladiator in the ring. You gain proficiency in the performance skill.
Head Slip
You have trained your reflexes along with your body. Starting at sixth level as long as you can see an attack incoming you can give in to the impact to nullify its stopping power. You gain resistance to bludgeoning damage dealt by an attack as long as you can see the attack.
Boxing Style
At the tenth level you have learned and mastered enough styles of fighting to try and adapt your style to your surroundings. Each long rest you may adopt a different style from the list below.
- Peek-a-boo - Your AC is increased by 1.
- Southpaw/Switch - The first damage dealt to an opponent while using this style has an additional role of a d10.
- Outboxing - Your counter-punches no longer cost a combo point.
- Inboxing - You may use your reaction to follow an opponent up to half of your base movement. When using this feature you do not provoke opportunity strikes.
- Brawling - Your AC is reduced by 2, but your attacks count as magical for the purposes of resistance.
Sunday Punch
Starting with your fifteenth level you have developed into a pattern of attack that always ends with your favorite combo. Pick one of the combos gained prior to level 5. When executing that combo you may add an additional d10 damage to the damage roll. This choice may not be changed at a later point.
Dempsey Roll
You have mastered the art of fighting one on one. You have gained the ability to lock you and your opponent in an epic contest. When you successfully land a combo punch on your opponent you may become locked in combat, adopting a strange stance where your head and upper body weave back and forth in a figure eight pattern. This causes their movement speed to be reduced to zero until your next turn. The first time you hit an opponent each turn while engaged in this stance causes the target to make a DC 15 Dexterity Saving Throw, on a failed save their movement speed remains 0 until your next turn.
Dempsey Roll Stance
- Your movement speed becomes 0 until the target is felled or not in range, at which point you drop stance.
- While in this stance you have an additional 2 AC and your attacks deal an additional d10 of damage.
- While in this stance you may not use combo points.
- You may use your reaction to follow any enemy who moves out of your attack range up to your base movement speed.
- This stance should be treated as a spell with the concentration attribute, and last one minute.
- You may use this stance once per long rest.
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