Fighter
Base Class: Fighter

The Pugilist is perfectly capable of using armor and martial weapons in combat, but they focus on perfecting their boxing ability, wading into fights with nothing more than two fists, finely honed reflexes, and a love of the game. The best Pugilists have carefully honed their fighting skills with academic study in tactics, theory, and various styles of unarmed combat against all manner of creatures.

Level 3: The Sweet Science

You are a boxer proficient in several styles of fisticuffs. When you hit with an Unarmed Strike and deal damage, you can deal Bludgeoning damage equal to 1d6 plus your Strength modifier instead of the normal damage of an Unarmed Strike. Additionally, when you aren’t wearing any armor or using a shield, your base Armor Class equals 10 plus your Strength and Dexterity modifiers.

Level 3: Put Up Your Dukes

If you aren’t wearing Heavy Armor or wielding a shield, as a Bonus Action you can assume a boxing stance that increases your defensive and offensive capabilities. You gain resistance to Bludgeoning damage. You also gain a number of Temporary Hit Points equal to your Fighter level plus your Constitution modifier. Additionally, your fists are considered weapons with the Light and Finesse properties and with the Nick mastery property for one minute. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a Long Rest.

Level 7: Float Like a Butterfly

Your movement increases by 10 feet. If another creature you can see hits you with a melee attack while Put Up Your Dukes is active, you can take a Reaction to add your Proficiency Bonus to your Armor Class, potentially causing that attack to miss you.

Level 10: Sting Like a Bee

Your Unarmed Strikes now do 1d8 damage. When you use your Action Surge feature, you can move up to half your speed either before or after without provoking Opportunity Attacks.

Level 15: I Didn’t Hear No Bell

While Put Up Your Dukes is active, you have Advantage on saving throws you make to avoid or end the incapacitated, stunned, or unconscious condition.

Level 18: C-C-COMBO!

If you hit a Creature with three or more unarmed strikes on the same turn, the target is incapacitated. Additionally, it must make a Constitution Saving Throw or be Stunned. If it fails the saving throw by 4 or more, the creature is knocked unconscious. The DC for this saving throw is 8+your strength modifier+your proficiency score. Any condition inflicted by this ability lasts until the end of your next turn. Once you use this feature, you can’t use it again until you finish a Short Rest OR you expend a use of Put Up Your Dukes (no action required) to restore your use of it.

Previous Versions

Name Date Modified Views Adds Version Actions
2/12/2025 2:07:22 PM
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