Martial Archetype - Pugilist

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Brawler

Pugilist

At 3rd level, you have mastered the art of relying on just your fists when fighting. Your unarmed strikes deal 1d4 bludgeoning damage. This increases to 1d6 at 10th level. Additionally, you are proficient with all improvised weapons.

Brawler Strikes

Also at 3rd level, you learn a number of different strikes. These strikes are fueled by special dice called brawler's dice.

Brawler's Dice. You gain 4 brawler's dice, which are d6s. A brawler's die is expended when you use it. You regain all of your expended brawler's dice when you finish a short or long rest. Brawler's dice that can be used when making attacks may only be used with unarmed attacked.

You gain another brawler's die at 7th level and one more at 15th level.

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

Strike save DC = 8 + your proficiency bonus + your Strength modifier (your choice)

Brawler Strikes

The following strike options are presented in alphabetical order.

Feint When you make an attack, you can expend a brawler's die to fake out an enemy. When you do, the attack deals half damage. The next attack you make this turn is made with advantage and deals an additional 1d4 damage.

Grit Your Teeth When you are hit with an attack you can expend a brawler's die as a reaction. If you do, roll a brawler's die. You reduce the damage you take from the attack by the amount rolled.

Haymaker When you take the Attack action, you can expend a brawler's die give yourself disadvantage on the attack. If it hits it deals damage equal to your brawler's die.

Headbutt You can expend a brawler's die to make an unarmed strike as a bonus action. If you hit, the target must make a Dexterity saving throw against your Strike save DC. On a failure, the target is stunned until your next turn.

Jab When you take the Attack action, you can expend a superiority die to make an additional unarmed attack as a bonus action. This attack deals 1d4 bludgeoning damage.

Thunderclap When you hit with an unarmed attack, you can expend a brawler's die. If you do the target must make a Constitution saving throw against your Strike save DC. On a failure, the target has disadvantage on its next attack.

Sweep the Leg When you hit with an unarmed attack, you can expend a brawler's die to try to take your target to the ground. If you do, you add the superiority die to either to damage roll or your strike save DC. The target must succeed on a Dexterity saving throw against your strike save DC or be knocked prone.

Situational Fighter

The first attack you make in combat with an improvised weapon is made with advantage. If it hits it deals an additional 1d6 damage.

I Once Wrestled a Dragon

Also at 7th level, your ability to tell tales of your legendary brawls has grown to legendary proportions. You gain proficiency in either Intimidation, Persuasion, or Deception.

On the Ropes

At 10th level, you have learned how to turn the tables in a rough brawl to your advantage. When you have fewer than half of your maximum hit points, you can steel your resolve and strike back at your opponents.

As a bonus action, you gain temporary hit points and deal additional damage on unarmed attacks and attacks made with improvised weapons equal to 2 brawler's dice (this does not expend your brawler's dice). You also increase your speed by 10. These effects last until your next turn.

Once you use this feature, you must complete a long or short rest before you can use it again.

Down, But Not Out

At 18th level, when you have no uses of your Action Surge feature remaining, you can choose to regain one and immediately use it. You also regain 1 brawler's die. If you do, you gain 2 levels of exhaustion at the end of your turn.

Once you use this feature, you must complete a long or short rest before you can use it again.


Variant Weapons If your DM allows Unarmed Weapons (detailed in the Weapons and Armor Supplement) then you are proficient in them. These include the Brass Knuckles, Cestus, Katar, and Push Dagger.

 

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