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# The Pugilist Those fighters who embody The Pugilist fight with their unarmed strikes, using jabs, scratches, headbutts, grabs, kicks, and everything in between to defeat their opponents. The more nimble pugilists fight like monks, but hone in on their agility and martial prowess over mystical ki. Others wrestle in armor, fighting with fists of steel, backed by pure strength. ### Close-Quarters Combat Beginning when you choose this archetype at 3rd level, you become adept at using your unarmed attacks, gaining the following benefits: ***Martial Artist.*** You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and the damage die of your unarmed attack becomes a d4 if it wasn't higher already. The damage die increases to 1d6 at 7th level, 1d8 at 10th level, and 1d10 at 18th level. ***Specials.*** You learn two specials of your choice. Whenever you gain a level in this class, you can replace one Special you know with another from the list. You learn one additional special at 7th and 10th level. ***Saving Throws.*** Some of your specials may require your target to make a saving throw to resist the special's effects. The saving throw DC is calculated as follows: **Special save DC** = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice) ***Using Specials.*** Whenever you make an unarmed attack, grapple attempt, or shove attempt on your turn, you can use a bonus action to use a special you know. ### Pugilist Specials ___ - ***Backstep.*** You can immediately move up to half your speed. This movement does not provoke opportunity attacks. - ***Block.*** The next melee attack that hits you before the start of your next turn has its damage reduced by an amount equal to your fighter level. - ***Duck and Weave.*** You gain the benefits of the dodge action until the start of your next turn. You lose this benefit if you are incapacitated, your speed is reduced to 0, or if you take any damage. - ***Grab.*** You can immediately attempt to grapple the target, gaining advantage on the check. - ***Jab.*** You can make one unarmed attack. - ***Low Kick.*** Choose a creature within reach that you are capable of shoving. That creature must make a Dexterity saving throw, falling prone on a failure. - ***Toss.*** You must be grappling a creature to use this maneuver. Make a shove attempt against one creature you are grappling as part of this special. If you succeed, you throw the creature up to 10 ft. away from you in a straight line and they land prone. ___ \columnbreak ### Furious Fists Starting at 7th level, your power with your unarmed strikes increases. You gain the following benefits: - The damage die of your unarmed strikes increases to 1d6. - Your unarmed attacks are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. - You learn one additional special of your choice. ### Crushing Attacker At 10th level, your unarmed attacks become exceptionally strong. You gain the following benefits: - The damage die of your unarmed strikes increases to 1d8. - Whenever you hit an object with an unarmed attack, that attack is an automatic critical hit. - You learn one additional special of your choice. ### Okizeme Beginning at 10th level, whenever a creature within your reach stands up from being prone, you can immediately make an opportunity attack against that creature. Additionally, you can replace any opportunity attack you make with a grapple attempt. ### Combo Also at 15th level, whenever you use your Action Surge class feature, you gain an additional bonus action, but that bonus action can only be used for Second Wind or to use one of your specials. ### Master Pugilist Beginning at 18th level, you've mastered unarmed combat. You gain the following benefits: - The damage die of your unarmed strikes increases to 1d10. - Whenever you finish a long rest, you can replace one special you know with another option of your choice. - You ignore the size restrictions for grappling or shoving creatures larger than you. \pagebreak ### Super Move At 18th level, you've unlocked a powerful finishing move. You can use this move as an action, making an unarmed attack. On a hit, the target takes your unarmed attacks normal damage, plus an additional 5d10 damage. If this damage reduces the target to 100 or less hit points, they instead drop to 0 hit points. On a miss, the attack deals no damage. Once you hit with this special attack, you cannot do so again until you complete a long rest.