Base Class: Pugilist
A Circus Emeritus Pugilist comes from a past of showmanship and grandiosity, a lifestyle not so easily shaken off. Pugilists with such taste tend to embrace the spectacle instead, opting to ensure jaws hit the floor either out of awe or by being socked clean off. To know the stage is to know your place amongst compatriates and critics. Positioning and timing are embedded talents in your mind, and with a flourish of good old-fashioned hand-to-hand roughhousing, any encounter can become a dirt nap for those who wish to break the act.
Level 3: Stick the Landing
3rd-level Circus Emeritus Feature
You gain proficiency in the Performance or Intimidation skill. In addition, whenever you roll a 20 on a d20 and do not have advantage, you gain advantage on the next Charisma skill check you make within the next 1 minute.
Level 3: Aerial Artistry
You gain the following abilities:
Hammer throw -- As an action, you may expend one moxie point and roll your fisticuffs die to safely throw one willing medium or smaller creature within 5 ft to a nearby unoccupied space up to 5 ft higher than the starting position. The horizontal distance you may throw this creature must be less than or equal to the result of the fisticuffs die times 5.
Foot lift -- As an action, you may expend one moxie point and roll your fisticuffs die to propel one willing creature a number of feet in the air equal to the result of the fisticuffs die plus 5. The creature must be medium or smaller and within 5 ft.
The chosen creature may use its reaction during this movement in one of the following ways:
- The creature may attempt to grapple a creature it passes within 5 feet of during the throw.
- The creature may grab a viable item with one hand that it passes within 5 feet of. If that item is being worn or carried, the creature must make a Sleight of Hand check with disadvantage against the target's passive Perception.
- The creature may make one melee attack roll against a creature within range.
Level 6: Combo Maker
When you deal damage with an Unarmed Strike against a creature, instead of also choosing the Grapple or Shove option with your Heavy Hitter, you can give yourself Advantage on attack rolls you make against that target before the start of your next turn.
Level 11: Combo Breaker
When you use your Cross Counter and reduce the triggering damage to 0, you regain 1 Moxie Point.
Level 17: Knock Out
You gain the following benefits.
Coldcock. When you score a Critical Hit against a creature, it must make a Constitution saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failed save, it has the Unconscious condition for 1 minute or until it takes any damage.
Uppercut. When you hit a creature with an Unarmed Strike you can take a Reaction and expend 1 Moxie Point to make the attack a Critical Hit. Once you take this Reaction, you can’t do so again until you finish a Short or Long Rest.
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