Pugilist
Base Class: Pugilist

You have an intuitive grasp of the Tapestry, the laws and sympathies that govern and give rise to magic in the multiverse. This may be due to some arcane component of your ancestry, an encounter with a magical phenomenon, or by pure happenstance but however it came about, it’s allowed you to blend your natural proclivities for street fights with magical power—a potent combination.

Arcana Expertise

3rd-level Arcane Arms feature

You gain proficiency with the Arcana skill. Your proficiency bonus is doubled for any ability check you make that uses this proficiency.

The Fist Fantastique

3rd-level Arcane Arms feature You learn techniques terrifique, magical actions that are fueled by your moxie.

Techniques. You learn three techniques terrifique of your choice. You learn one additional technique of your choice at 6th, 11th, and 17th level. Each time you gain a level in this class, you can also replace one technique you know with a different one.

Saving Throws. Some of your techniques require your target to make a saving throw to resist the technique’s effects. The saving throw DC is calculated as follows:

Technique save DC = 8 + your proficiency bonus + your Constitution modifier

Techniques Terrifique


The following techniques are presented in alphabetical order.
Bigly’s Knucklebuster. You can use an action and spend 3 moxie points to choose a point you can see within 60 feet. A giant phantasmal fist descends from
the air above the chosen point onto the ground, forcing each creature within 10 feet of the point to succeed on a Dexterity saving throw or take 4d6 bludgeoning
damage. This damage increases to 4d8 when you reach 5th level, 4d10 when you reach 11th level, and 4d12 when you reach 17th level.
Cantripper. You know two cantrips. Constitution is your spellcasting ability for these cantrips.
Counter Spell. When a creature you can see within 60 feet casts a spell you can use your reaction and spend 5 moxie points to cast counterspell targeting the
caster. Constitution is your spellcasting ability for the purposes of this spell when cast this way.
Elemental Aspect. You can use a bonus action and spend 3 moxie points to create an elemental aura around you for 1 minute. When you do, choose acid,
cold, fire, lightning, or thunder. For the duration of this technique, you have resistance to the chosen damage type and your unarmed strikes deal that damage type instead of the normal damage type for your unarmed strikes. You can end this technique early at any time (no action required by you).
Feather Foot. When you use Stick and Move you can spend 1 moxie point to gain a flying speed equal to your walking speed until the end of your next turn.
Forceful Fist. You can use an action and spend 2 moxie points to choose an unoccupied space you can see within 30 feet. You move to the unoccupied space
without provoking opportunity attacks and moving through spaces occupied by creatures, making one unarmed strike attack against each creature whose
space you moved through as part of this action. When you attack in this way, your unarmed strike deals force damage instead of the normal damage type for your
unarmed strike.
Iron Aegis Up. When you Brace Up you can spend 1 moxie point to gain resistance to damage from weapon attacks. You lose this resistance when you no longer have temporary hit points from this use of Brace Up.
Pulsing Punch. When you hit a creature or object one size larger than you or smaller, you can spend 1 moxie point to push the creature. When you do, your
unarmed strike deals force damage instead of the normal damage type for your unarmed strike and the creature must make a Strength saving throw. On a
failed saving throw, you push the creature up to 15 feet. On a successful save, you push the creature up to 5 feet.
Phantom Fist. When you take the Attack action you can spend 1 moxie point to increase the reach of your unarmed strikes by 10 feet until the end of the turn.
Salt Aegis Up. When you Brace Up you can spend 1 moxie point to gain resistance to damage from spells.
You lose this resistance when you no longer have temporary hit points from this use of Brace Up.
Sorcerous Step. You can use a bonus action and spend 2 moxie points to teleport to an unoccupied space within 30 feet.
Spell Shell. After you make a saving throw against a spell you can spend 1 moxie point to reroll the saving throw and use the new result, potentially turning a
failure into a success.

Bigly’s Knucklebuster

You can use an action and spend 3 moxie points to choose a point you can see within 60 feet. A giant phantasmal fist descends from
the air above the chosen point onto the ground, forcing each creature within 10 feet of the point to succeed on a Dexterity saving throw or take 4d6 bludgeoning
damage. This damage increases to 4d8 when you reach 5th level, 4d10 when you reach 11th level, and 4d12 when you reach 17th level.

Cantripper

You know two cantrips. Constitution is your spellcasting ability for these cantrips.

Counter Spell

When a creature you can see within 60 feet casts a spell you can use your reaction and spend 5 moxie points to cast counterspell targeting the caster. Constitution is your spellcasting ability for the purposes of this spell when cast this way.

Elemental Aspect

You can use a bonus action and spend 3 moxie points to create an elemental aura around you for 1 minute. When you do, choose acid,
cold, fire, lightning, or thunder. For the duration of this technique, you have resistance to the chosen damage type and your unarmed strikes deal that damage type instead of the normal damage type for your unarmed strikes. You can end this technique early at any time (no action required by you).

Feather Foot

When you use Stick and Move you can spend 1 moxie point to gain a flying speed equal to your walking speed until the end of your next turn.

Forceful Fist

You can use an action and spend 2 moxie points to choose an unoccupied space you can see within 30 feet. You move to the unoccupied space without provoking opportunity attacks and moving through spaces occupied by creatures, making one unarmed strike attack against each creature whose space you moved through as part of this action. When you attack in this way, your unarmed strike deals force damage instead of the normal damage type for your unarmed strike.

Iron Aegis Up

When you Brace Up you can spend 1 moxie point to gain resistance to damage from weapon attacks. You lose this resistance when you no longer have temporary hit points from this use of Brace Up.

Phantom Fist

 When you take the Attack action you can spend 1 moxie point to increase the reach of your unarmed strikes by 10 feet until the end of the turn.

Pulsing Punch

When you hit a creature or object one size larger than you or smaller, you can spend 1 moxie point to push the creature. When you do, your unarmed strike deals force damage instead of the normal damage type for your unarmed strike and the creature must make a Strength saving throw. On a failed saving throw, you push the creature up to 15 feet. On a successful save, you push the creature up to 5 feet.

Salt Aegis Up

When you Brace Up you can spend 1 moxie point to gain resistance to damage from spells. You lose this resistance when you no longer have temporary hit points from this use of Brace Up.

Sorcerous Step

You can use a bonus action and spend 2 moxie points to teleport to an unoccupied space within 30 feet.

Spell Shell

After you make a saving throw against a spell you can spend 1 moxie point to reroll the saving throw and use the new result, potentially turning a failure into a success.

Hedge Magic

6th-level Arcane Arms feature
Choose any three 1st-level spells. You can cast the chosen spells without providing material components, unless the components include a cost, by spending 2
moxie points. Constitution is your spellcasting ability for these spells.
Each time you gain a level in this class, you can replace one of the chosen spells with a different spell of the same level.

Sorcerous Second Wind

11th-level Arcane Arms feature
When you use your Bloodied but Unbowed feature, you gain a number of fantastique points equal to your maximum moxie points. You can use fantastique
points instead of moxie points to use techniques terrifique you know. You lose all fantastique points after 1 minute.

Greater Hedge Magic

17th-level Arcane Arms feature
Choose two 2nd level spells and one 3rd level spell.
You can cast these spells without providing material components, unless the components include a cost, by spending 3 moxie points (if casting a 2nd level spell) or 5 moxie points (if casting a 3rd level spell). Constitution is your spellcasting ability for these spells. Each time you gain a level in this class, you can replace one of the chosen spells with a different spell of the same level.

Arcane Arms Image

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