Base Class: Monk
Monks who follow the Way of the Pugilist decide to hone their monk skills not in the ways of mindfulness or tranquility, but more of how best to pummel their enemies into the dirt with their own two (or more) fists. These fighters can often be found putting their talent of fisticuffs towards things like entertainment for commoners, often in the form of a professional sport - engaging in unarmed bouts against a similar fighter within a roped arena. Many other monk traditions look down on those who follow this path; some don’t even consider them to be monks at all, but rather boastful brutes who use their training for financial gain. Pugilist Monks don’t seem to mind either way - they’ve chosen this path and don’t care what others think. Wherever your feelings of these monks may lie, one thing is certain: don’t underestimate those who follow this path of combat, for while their martial art may lack finesse and grace, they more than make up for it in skill, brutality, and resilience.
Sluggers are all about hard damage and finishing the fight in only a couple of punches. They are also proficient with taking a lot of damage without slowing down. Burly, tough, and brutal, very few can withstand the sheer strength of Slugger boxers.
Boxer Style
Starting when you pick this subclass at level 3, you choose a Boxer Style which will determine the features you gain as you level up. There are 3 different Boxer Styles.
Slugger:
Sluggers are all about hard damage and finishing the fight in only a couple of punches. They are also proficient with taking a lot of damage without slowing down. Burly, tough, and brutal, very few can withstand the sheer strength of Slugger boxers.
Minor Circuit - Not Holding Back
Starting when you choose this tradition, and Boxer Style, at 3rd level, you have allowed your strength to be unleashed at all times. Whenever you hit with an unarmed strike, you roll two dice instead of one as shown in the Martial Arts column of the Monk table.
Minor Circuit - Power Punch
Starting when you choose this tradition, and Boxer Style, at 3rd level, you have learned how to pull all of yourself into your punches. Once per turn, whenever you hit with an unarmed strike, you may choose to add 2d6 to the damage roll. You may use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest. The damage dice increases to 3d6 at level 6, 4d6 at level 11, and 5d6 at level 17.
Major Circuit - Tough It Out
Starting at 6th level, you have grown to become tough enough to shake off damage easier. Whenever a creature you can see hits you with an attack, you can use your reaction to halve the damage dealt to you.
Major Circuit - Brutal Visage
Starting at 6th level, your brutish behavior in battle has extended to your behavior outside of battle. You gain proficiency in the Intimidation skill, and you may choose to spend 1 Ki point to give yourself expertise in the Intimidation skill for 1 minute.
World Circuit - Unbreakable
Starting at 11th level, you have learned how to keep on fighting, even when facing death. Whenever you are reduced to 0 hit points, you may spend 1-3 Ki points to roll a number of Martial Arts dice equal to the amount of ki points spent. Instead of dropping to 0 hit points, your current hit points change to the total amount you roll.
Champion - K.O. Uppercut
Starting at 17th level, you can unleash a destructive punch in an attempt to completely incapacitate a creature using your raw strength. Whenever you use your Stunning Strike feature, you may spend 1 additional Ki point to attempt to knock out the creature. The creature must make a Constitution saving throw. On a failure, the creature is either rendered unconscious for 1d4 hours or drops immediately to 0 hit points (your choice). On a success, the creature is stunned for 1d4 rounds. Once you use this feature, you can’t use this feature until you finish a long rest.
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