Base Class: Monk
If you ever find yourself in a barfight with a pugilist, I hope you have a couple clerics handy. A pugilist will use their superior strength to beat down their foes unrelentingly. They will never flinch, and never sway. The more they fight, the harder they fight. They know exactly how to use their body weight, and their enemy's, to their advantage. When a monk fights, it's like watching a choreographed performance, when a pugilist fights, it's like watching a bull trample a halfling. A pugilist will come out of every fight either feeling better than before, or dead.
The Sweet Science
Starting when you choose this fight club at 3rd level, if you are proficient in Athletics, then you have advantage when using Athletics to grapple, shove, or resist either of those maneuvers.
- Compression Lock. When a creature attempts to break a grapple with you and succeeds, you can use your reaction and spend 1 ki to force the creature to roll again. The creature must use the second result.
- Quick Pin. When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to make a grapple attempt instead of an opportunity attack.
- To the Mat. You can use a bonus action to make a grapple attack against a creature adjacent to you. If successful, you may spend 1 ki point to make a shove attack against the same creature as part of the same bonus action.
Iron Chin
Your grit and ki imbue you with intense vitality and hardened skin from numerous brawls. At 3rd level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Haymaker
Starting at 6th level, before you make an attack roll with an unarmed strike or a monk weapon attack that does not already have disadvantage you can declare you are swinging wild haymakers. You make all attack rolls until the end of this turn with disadvantage and when you deal damage you do not roll for damage but use the maximum die result instead.
Cross Counter
Starting at 11th level, you can block the brunt of an attack and launch one of your own in the same fluid motion. You can use your reaction and spend 2 ki points to reduce the damage of a melee weapon attack made against you by 1d10 + your Strength modifier + your monk level. If you reduce the damage to 0, you can make an unarmed strike or melee weapon attack against a creature within range as part of the same reaction.
Knock Out!!
At 17th level, when you hit with an unarmed strike or monk weapon you can spend 1 or more ki points to try to knock out the opponent instead of dealing damage. The target must then make a Constitution Saving Throw. Roll 3d10 + 1d10 for every ki point spent after the first + your monk level, halving that number on a success.
Regardless of success or failure, if the total is equal to or greater than the creature’s remaining hit points, it is knocked unconscious for 10 minutes.
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Posted Nov 18, 2024Could you please make this for 2024 rules