Fighter
Base Class: Fighter

A Pugilist is an aggressive brawler that seeks out hand-to-hand combat. They use their fists and never rely on martial weapons to win a fight. They are aggressive and formidable attackers in close combat who like to throw combo punches and grapple their opponents to bend them to their will. They focus on primarily building their physical attributes as well as their physical skills in combat.

Combo Fighter

Per action, you can make 2 unarmed strikes using Pugilist Fist (increases to 3 at level 13 & 4 at level 18). If the target dies before your combo is finished, the attack action ends. This effect doesn’t work while grappling, being grappled, or while using a shield.

Pugilist Fist

As a Pugilist your ideal way of fighting is with your fists. You despise the idea of using melee or ranged weapons for yourself. You have a disadvantage when making melee or ranged weapon attacks using weapons held by you(roll 3 d20s and take the lowest roll for the attack roll). Your Pugilist Fist uses your Strength + Proficiency bonus for the attack roll and is considered an unarmed strike & a melee weapon attack(yes.. your fists are lethal weapons). Pugilist Fist can do either bludgeoning or slashing damage, but not both at the same time. Unarmed Strikes now have the chance to Critical Hit. Pugilist Fist hit die is 1d8 and increases at higher levels (1d10 at level 7). As an action, you can wrap your fists in cloth to protect your hands. When your fist is wrapped you gain an extra 5 temporary hitpoints until the wrap is removed (limited to one set of hand wraps). After every fighting encounter you participate in, the wraps no longer protect your hands and need to be replaced. It takes 5 minutes to properly wrap your fists.

Fancy Footwork

When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make an unarmed strike against a target, that target can’t make opportunity attacks against you for the rest of your turn.

Unarmored Defense

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Strength modifier. You can use a shield and still gain this benefit.

Active Guard

Over time with your experience with brawling you have learned to put up your guard after attacking. Starting at level 7, as a bonus action you can set up your guard. In doing so you gain resistance to bludgeoning and slashing damage until your next turn.

Sluggfest

As a pugilist, you ain't afraid to get down and dirty. Starting at level 10, while grappled or grappling you can attack like you still have both your hands, however, your movement speed is the same. The effects of Combo fighter are no longer hindered while grappling or being grappled.

Oh Snap!

As a pugilist, you are familiar with breaking bones. When you successfully attack a target a 3rd time the target must make a Constitution saving throw. On a failed save the target's movement speed is halved and allies who make attack rolls against this target gain advantage until the target's bone is mended. On a successful saving throw, nothing happens.  This has no effect on targets without bones. The save DC is an 18. This ability resets if the target successfully saves the throw (Restart the 3rd attack count). 

Enlightened Fist

Your dedication to the art of the fist has paid off. Your inner fighting spirit is now able to manifest itself and coat your fist in an aura only describable as true. While this aura is around you, targets notice you are not one to be messed with. Your fists can now do any one type of damage of your choosing per attack roll. (acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, and thunder)

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