Base Class: Monk
Belief is the root of all power, Way of the Pugilist is a tradition based on determination, desire and intelligence the style requires belief in yourself and the discipline to become both a fighter physically and mentally. The mark of a great fighter when he has character and skill together will allow the fighter to rise above, character can make a fighter predictable but it gives them the power to win. A seemingly brutish and simple style while underneath shows another level ingenuity under limitations comes creativity despite it's limitations it is one of the most varied traditions for a monk. The style's goal is to test and grow the character and ingenuity of the fighter.
Offensive Pugilist Techniques
When you choose this tradition at 3rd level, you learn new ways to combine technique and ki to get the better of your opponents. You can choose two Offensive techniques based on the options listed below. You can choose an additional technique at 6th, 11th, and 17th level.
Gazelle Punch
Gazelle Punch: As a action crouch down then springs upwards, using the momentum to perform a hook to the head, this allows you to move half your walking speed or less for the attack for 1 ki point.
Power Punch
Power Punch: As an action spend 1 ki point to immaculate technique with surging Ki you tear through the air for a powerful strike, add a additional damage die to a unarmed strike as a action. (is rolled with disadvantage unless used with set up jab to nullify it allowing this move to be rolled regularly)
Set Up Jab
Set Up Jab: As a bonus action, you can spend 1 ki point to make a swift unarmed strike at the beginning of your turn. On hit, you gain advantage on all unarmed attacks made against the target until the end of your turn. (attack landed will the martial art die will be cut in half but the bonus will remain the same, as well as nullifies the disadvantage given to the pugilist technique "power punch")
Sucker Punch
Sucker Punch: The hardest hits are the one you don't see coming, as a action you can spend 1 ki point to roll with advantage and add a additional Martial Arts die to the damage on a creature that has not acted yet in combat.
Sundering Strike
Sundering Strike: As a bonus action you can spend 1 ki point to throw a straight swift yet powerful blow to disorientate a creature, on hit it forces the creature to take disadvantage for their next turn. (martial art die will be cut in half but the bonus will remain the same)
Not dead yet
Not Dead Yet: Beginning at 6th level, when damage is taken that will lead you to going below 1hp , you can choose to fail a saving throw to stay at exactly 1hp when incapacitated. Each use of this ability will lead in a failure of a death saving throw, on the third attempt of using this ability you will die when incapacitated.
Defensive Pugilist Techniques
Starting at 11th level, your training has expressed both your character and ingenuity. You can choose two Defensive Techniques based on these choices given below. You can choose an additional technique at 17th level.
Bob And Weave
Bob And Weave: As a reaction you can add half the proficiency bonus (rounded up) to your ac against a single opponent till the end of their turn for 1 ki point.
Cross Counter
Cross Counter: When attacked by a opponent, you can spend 1 ki point to use your reaction to perform a instantaneous counter as an unarmed strike.
- If the opponent misses initial attack add additional Dexterity modifier to damage roll.
Shoulder Roll
- Shoulder Roll: At the end of a enemies turn you can reduce the total damage taken from physical attacks equal to a martial art die plus a proficiency bonus as a reaction. (ac will be reduced by 2 when this ability is active)
K.O. Punch
K.O. Punch: At level 17, you can spend 3 ki points to attempt to knockout the creature. To avoid a knockout, the creature must succeed on a Constitution saving throw. On a failed save, the creature is knocked unconscious. The creature makes its saving throw with advantage if:
- The creature has more than half of its maximum hit points remaining.
- The creature has a size of Large or larger.
On success the creature takes 8d10 bludgeoning damage. Regardless if the creature failed or succeeded the roll you must wait 3 turns before using the ability again.
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