Base Class: Pugilist
Every fight club, every back alley duel has their blacklist. People who slice up people in the ring? Blacklisted. Heathens who swiss cheese they opps in the fair 1s? B-B-BLACKLISTED. However, whenever you sign up for a fight, they suddenly "aren't needing anymore people" or that "the bracket's already been decided". Why is that? It's because your reputation proceeds you. You don't shy away from armed opponents, because you have a move in your arsenal that can deal with anyone; your uppercut. The winds of fate favor you, and the flow of fisticuffs you bring upon your enemies would be considered art... if it wasn't for the fact the best plastic surgeons can't manage to fix up the face of your victim. No ring will ever let you compete, even if you paid them. They're too scared of what you can do. They know exactly what you're capable of, and so do you. And it brings a smile to your face.
Level 3: Uppercut
When dealing damage with an unarmed strike against a creature, instead of also choosing the Grapple or Shove option with your Heavy Hitter, you can instead use an Uppercut. The target has to roll a strength/dexterity saving throw. The DC is the same as the ones for grapple and shove. On a failed save, the target gets launched 15 ft into the air. If they critically fail, they get sent twice as high up. They fall at the end of your turn.
Level 3: Air Combatant
After uppercutting an opponent, you can expend a moxie point(no action cost) to follow them in the air to continue your combo. When 15 ft above the ground, you gain the following benefits:
Familiar Winds: You gain advantage on all attack rolls you make. Any attack rolls made against you are made with disadvantage.
Slam!: As a bonus action and a moxie point, you can make an unarmed strike attack that sends the target down to the ground on a hit. The unarmed strike deals no damage, but the target takes 2x fall damage. You also get sent to the ground, but take no damage from the fall.
Weightless: As a reaction, you can spend 1 moxie point to suspend the fall of you and an amount of creatures up to your proficiency bonus within your reach mid air until the end of your next turn.
Level 6: Effortless Fall
When calculating the fall damage you take, treat falls as 5 times your level feet shorter. In addition, when falling you move up to half your movement speed horizontally during the fall.
Level 11: Leaping Ferocity
When adjacent to a large enough obstacle (such as a wall, wagon, or an enemy at least 1 size larger than yourself) or when making an attack with an unarmed attack or pugilist weapon, you can spend a moxie point to leap off the target up to half your movement speed without expending movement. You can fall at the end of this leap if you choose to, otherwise you fall at the end of your turn.
Level 17: Whirlwind Kick
As an action while you’re in the air, you can do a special attack called a Whirlwind Kick. You fall from the air and each creature in a 15 radius from where you land must make a con save (same as uppercut+str again) or be sent 30 ft into the air and immobilized. They fall at the end of your next turn and using Weightless automatically suspends those who’re currently affected by Whirlwind Kick regardless of if they’re in their reach. This counts as an Uppercut for the purposes of following an enemy with Air Combatant.
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