Base Class: Monk
Those trained in the Way of the Pugilist become well-versed in a tradition of sportfighting. Their martial artistry emphasizes a mix of endurance and sheer fighting power, honed to outlast and wear down opponents until the ideal opportunity to deal the final blow. A pugilist is as likely to simply take a hit as they are to dodge, and throw in a few extra jabs for good measure.
Square Up
When you choose this tradition at 3rd level, you learn how to effectively brace yourself for harm; whenever you use Patient Defence, in addition to taking the Dodge action, you gain the following benefits:
- You have advantage on Constitution saving throws
- You are resistant to Bludgeoning damage
These effects last until the start of your next turn.
Additionally, your study of combat sports has given you a deeper understanding of the art of talking smack. You become proficient with the Intimidation skill, if you weren't already.
Sweet Science
Starting at 6th level, you can read an opponent's intentions, letting you reduce the effectiveness of their attacks.
As an action, you study a creature's stance and combat style. That creature makes a Wisdom saving throw: on a failure, any time they hit you or a creature within 5 ft of you with a melee attack, you may roll your Martial Arts die, and reduce the damage of the attack by the amount rolled. A creature that succeeds on the save is immune to this feature for 24 hours. You can sustain this effect for 1 minute, but must concentrate on it as you would a spell.
Once you have used this ability, you must complete a short rest before you can use it again.
Fancy Footwork
Starting at 11th level, your lightness on your feet allows you to continuously harry opponents: when you hit a creature with an opportunity attack, you may spend a Ki point for one of the following benefits, as part of the same reaction:
Float Like a Butterfly: You follow your target up to your Unarmored Movement bonus.
Sting Like a Bee: You can attempt a second unarmed strike against your target.
Haymaker
At 17th level, you can throw more power behind your blows. Once per round, when you hit a creature with a melee attack or unarmed strike, you can deal extra damage equal to your Monk level. The target must also make a Strength saving throw versus one of the following:
The Blinded condition
Disadvantage on attack rolls
Movement speed halved
The chosen effect lasts for 1 minute or until the afflicted creature receives magical healing. So long as the effect persists, the creature takes 1d10 Necrotic damage at the start of each turn.