Pugilist
Base Class: Pugilist

you smash

Level 3: Mighty Magic

As a result of your relationship with your Arcane power, you gain the following benefits.

Two Cantrips. You learn two cantrips of your choice from the Wizard or Sorcerer spell list. Constitution is your spellcasting ability for your Arcane Magic spells.

Level 1 Spell. Choose a level 1 spell from the Wizard or Sorcerer spell list. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have.

Spell Change. Whenever you gain a new level, you can replace one of the spells you chose with this feature with a different spell of the same level from the Wizard or Sorcerer spell list.

Level 3: Arcane Arms

When you take the Attack action on your turn, you can manifest the evidence of your understanding and control over the arcane arts. When you do, both of your arms gain a sparkling blueish-violet aura reminiscent of your magic power and you gain the benefits below for 1 minute. Once you use this feature, you can’t use it again until you finish a Short or Long Rest.

Reactive Strike. When you are hit by a melee attack, you can take a Reaction to make an Unarmed Strike against the creature that attacked you if it is within reach.

Empowered Punch. When you hit a target with an Unarmed Strike, you can roll the attack’s damage dice twice and use either roll against the target.

Whirlwind of Violence. The first time you miss with an Unarmed Strike each turn, you can reroll the attack and must use the new result.

Level 6: Body Work

You gain one of the following options of your choice. Whenever you finish a Long Rest, you can change your choice.

Bob and Weave. You can cast Mirror Image or Bluronce without a spell slot, and you regain the ability to cast it in this way when you finish a Short or Long Rest.

Arcane Athlete. You can cast Longstrider and Jump without expending a spell slot.

Blink. You can cast Misty Step once without a spell slot, and you regain the ability to cast it in this way when you finish a Short or Long Rest.

 

As a result of your training and growing understanding of the weave, you gain the following benefits.

Two Cantrips. You learn two cantrips of your choice from the Wizard or Sorcerer spell list. Constitution is your spellcasting ability for your Arcane spells.

Level 1 Spell. Choose a level 1 spell from the Wizard or Sorcerer spell list. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have.

Spell Change. Whenever you gain a new level, you can replace one of the spells you chose with this feature with a different spell of the same level from the Wizard or Sorcerer spell list.

Arcane Athlete

You can cast Longstrider and Jump on yourself at will without expending a spell slot.

Blink

You can cast Misty Step once without a spell slot, and you regain the ability to cast it in this way when you finish a Short or Long Rest.

 

Bob and Weave

You can cast Mirror Image or Blur once without a spell slot, and you regain the ability to cast it in this way when you finish a Short or Long Rest.

Level 11: Pound-for-Pound

When you use your Arcane Arms feature, you gain the benefits of the Enlarge effect of the Enlarge/Reduce spell and have a 10-foot reach.

Once you use this feature, you can’t use it again until you finish a Long Rest unless you take a level of Exhaustion (no action required by you) to restore your use of it.

Level 17: Magic Meteor

You can take a Magic action and expend 6 Moxie Points to attempt to execute a creature of your choice within reach by hammering it with a 10-foot tall, 10-foot wide fist arcane. The creature must make a Dexterity saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failure, the creature takes 100 Force damage. On a success, the creature takes 50 Force damage instead.

If this damage reduces the target to 0 Hit Points, it immediately dies as you crush it to death, leaving nothing but a pile of dust. When this happens, each creature of your choice within a 30-foot Emanation originating from you must succeed on a Wisdom saving throw (DC 8 plus your Strength modifier and Proficiency Bonus) or have the Stunned condition for 1 minute. A creature that fails the saving throw can repeat the Wisdom saving throw again at the end of each of its turns, ending the Stunned condition on itself on a success.

Once you use this feature, you must finish a Long Rest before you can use it again.

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