Pugilist Fight Club: Martial Artist (MMA)

by MakeOurDay

Search GM Binder Visit User Profile

Pugilist Fight Club: Martial Artist

Pugilists in the Martial Artist fight club take fighting techniques from various disciplines and combine them into a seamless whole. Using fighting strategies and a mixture of striking, grappling and ground fighting, pugilists who follow this style fight no holds barred. Image Credit: @ryanbestart

Bonus Proficiency

3rd level Martial Artist feature


You gain proficiency in the Athletics skill, if you don’t have it already. If you do, you gain proficiency in your choice of the Acrobatics or Insight skill.

Mixed Disciplines

3rd level Martial Artist feature


Your fighting experience has made you a well-rounded combatant. Several of your moxie features are improved in the following ways:

  • Brace Up. Once per turn, after taking damage while having temporary hit points from this feature, you can use your reaction to reduce that damage by one roll of your Fisticuffs die + your Constitution modifier.
  • The Old One-Two. When you make two unarmed strikes using this feature and hit a creature with the first strike, you have advantage on the attack roll of the second strike if targeting the same creature.
  • Stick and Move. After using this feature, you don't provoke opportunity attacks from creatures you have made a melee attack against on the same turn, whether you hit or not.

Fighting Strategies

6th level Martial Artist feature


You've practiced a number of effective fighting strategies. When you use your Dig Deep feature, you can choose to follow one of these strategies at the same time for 1 minute:

  • Clinch-Fighting. You gain advantage on Strength (Athletics) checks to grapple creatures. Creatures grappled by you gain disadvantage on attack rolls.

  • Ground-and-Pound. You gain advantage on Strength (Athletics) checks to shove creatures prone. Additionally, when you make an unarmed strike or pugilist weapon attack against prone creatures, you score a critical hit on a roll of 19 or 20 on the d20.

  • Sprawl-and-Brawl. You gain advantage on Strength saving throws and on Strength (Athletics) checks to avoid being shoved or knocked prone. Additionally, once on each of your turns, you can cause an unarmed strike or pugilist weapon attack to deal extra damage to the target equal to your Fisticuffs die.

  • Submission-Seeking. You gain advantage on Strength (Athletics) checks to grapple creatures and to maintain grapples.

Gas in the Tank

11th level Martial Artist feature


You've learnt how to better control your endurance during taxing battles. You suffer from exhaustion as if you had two less levels than you do. You do not die from exhaustion until you gain an eighth level.

Ultimate Fighter

17th level Martial Artist feature


You've developed a powerful takedown method. Give this takedown a name and a description. You can replace one of your attacks on your turn with a takedown.

When you use a takedown, you make an attack roll with advantage against a creature within your reach. On a hit, the attack scores a critical hit and the creature is knocked prone, grappled, and restrained by you for the grapple's duration.

If you hit with your takedown method, you must finish a long rest before you can use it again. If you miss with your takedown method, you regain the use of it after 1 minute.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.