Base Class: Monk
A Monk who chooses the Way of the Pugilist eschews spiritual mysticism in exchange for brute force and a gentlemanly or ladylike attitude. Pugilists are natural performers, tough in the face of adversity and defiant in defeat. Pugilists, despite their well-mannered act, fight dirty in the ring and will often claw, bite and gouge to get the upper hand in a tousle.
See Here!
You gain proficiency in Performance and your choice of Intimidation and Persuasion. Additionally, any class feature that uses Wisdom and Wisdom modifiers now instead uses Charisma. You can spend 2 Ki Points to temporarily gain Expertise in Charisma Skill Checks that you are proficient in.
Tally Ho!
You have been in many fights with many different types of people. As such, you can easily figure out which buttons to press, giving you access to three Maneuvers.
Taunt: You Taunt an opponent, forcing them to make a Charisma Saving Throw against your Save DC. Should they fail, they must make melee attacks at you until they hit you, resisting this effect if they save. The target must use their movement to reach you if they are not within melee range. You can use Taunt a number of times equal to your Charisma Modifier, after which each Taunt costs 1 Ki Point.
Punish: If you are attacked by an opponent unsuccessfully, you can use your Reaction to make an Unarmed Attack against them. If they are under the effects of Taunt, the attack is made with advantage. Punish takes one Ki point to use.
Slip: When attacked by an opponent, you can spend a Ki point as a reaction to increase your AC by your proficiency modifier for that attack. If the enemy attacking you is Taunted, you can continue to spend Ki points as they attack. The cost increases by one Ki Point for each attack Slipped.
Dirty Boxing
Pugilism has a history of corruption from audiences and sponsors, but the fighters themselves are naked in their viciousness. Pugilists can attack those sweet spots in brutal ways to cause harm to their opponents in ways that only a fellow Pugilist would be familiar with. With this feature, you unlock three more Maneuvers.
Bite: When landing an Unarmed Attack, you can spend a Ki Point to make the attack a Bite, forcing the target to make a Charisma Saving Throw against your save DC or become Frightened until the end of your next turn. If under the effects of a Taunt, the target must use their turn to flee when used as a Punish.
Gouge: When landing an unarmed attack, you can spend a Ki Point to force the target to make a Constitution Saving Throw against your DC. If they fail, they are Blinded until the end of your next turn. If under the effects of a Taunt, the target attacks in a random direction on their next turn when used as a Punish.
Below the Belt: When landing an Unarmed Attack, you can spend a Ki Point to attack Below the Belt, forcing the target to make a Constitution Saving throw against your DC or take additional damage equal to your Dexterity Modifier. If under the effects of a Taunt, the target becomes Stunned on a failed Save when used as a Punish.
Haymaker
You powerful blows can be felt on a deeply personal level, the power of your personality and your body combining to make your strikes hit harder than ever before. You now add your Charisma Modifier as well as your Dexterity Modifier to unarmed attacks. Additionally, you learn the Coups de Grace maneuvers of Pugilism.
Hook: When landing an Unarmed Attack on a target, you can spend 2 Ki points to make the attack a Hook, forcing the target to make a Strength Saving Throw or be knocked 5 ft away from you, going prone. If the target is Taunted, this attack forces a second Constitution Saving Throw when used as a Punish, Stunning the enemy if they fail.
Throat Punch: Throw a precise punch at your target's throat, forcing them to make a Constitution Saving Throw or become Silenced until the end of your next turn. When Taunted, the target is silenced for 3 rounds if this maneuver is used as a Punish.
Cleaner: As an action, spend 4 Ki Points to make a Cleaner attack. Throw your whole body into a Straight Punch that forces a target to make a Strength Saving Throw or be pushed 10 feet back, provoking opportunity attacks from all hostile creatures in melee with the target. You can spend additional Ki Points after the attack lands to add an additional 5 ft per 2 Ki Points. If the target is Taunted and this attack was made as a Held Action, it becomes a Punish, reducing all Ki point costs associated with this maneuver by half.
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