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pugalist


Hit Points

Hit Dice: d12 per pugalist level
Hit Points at first Level: 1d12 +con
Hit Points at Higher Levels:

Proficiences

Armor: 1d12 + con
Weapons: simple, improvised
Tools: one artisan or gaming kit
Saving Throws: str, con
Skills: pick two, acrobatics,athletics,deception,perception,slight of hand, and stealth

Class Features

FISTY CUFFS at 1st level your years of fighting in back allys, ship deck, and taverns have given you a mastery over combat styles using your fists. you gain the following benifits while you are unarmed or using only pugalist weapons. you an roll a d4 when making an unarmed strike (1d6 at 5th)(18 at 11th)(1d10 at 17th) when you make an unarmed strike you may make a grapple or an additional unarmed strike as a bonus action at 5th level or above   UNARMOURED DEFENSE while wearing no armour and not weilding a shield your ac is equal to 10+dexmod+conmod   BLOODIED BEATEN BUT NEVER BROKEN   starting at 2nd level, when you are reduced to less that half health of you maximum hit points you may add you proficiency bonus to you unarmed attacks for 1 minute you cannot use this again until after a short rest, at level 9 gain temporary hitpoints equal to 1d10+conmod   MOXIE starting at 2nd level your experience being beated down has given you a swagger you can harnes in battle, the pugalist level determins the number of moxie points an idividual has and you start with three techniques.   COUNTER PUNCH starting at third level you can use your reaction to attempt to catch a hit the damage you take from the attack is 1d8+strmod+half of pugulist level. if the attacks damage is reduced to 0 then you may immediatly spend 1 moxie to make an unarmed strike at the target   EXTRA ATTACK   starting at 5th level when taking the attack action you make two attacks instead of one   FIST FULL OF MOXIE   starting at 6th level your unarmed strikes gain the magical property for the purpose of resistances and damage   Never Fear   starting at 10th level you can spend an action to shake charmed or Frieghtened.   Hardened Warrior   Starting at 11th Level you have advantages on saving throws that would cause you to become unconscious or stunned   Nimble   Starting at 13th Level Climbing no longer costs extra movement   Unflappible   Starting at 14th level you may spend 3 moxie to gain advantage on an unarmed strike   Daughting precense   Starting at 15th level your fighters aura is so dense it causes unease and raises moral in equal measure, you gain advantage to persuasion and intimidation on humanoid creatures.   Defining moment. at 18th level you may spend you action and 4 moxie to gain resistant to all damage aside from psychic and immune to healing for 1 minute, during this time you may spend health as moxie at three times the cost.   Prepairing for a fight starting at 20th level When spending hit die for a short rest you may regain the same moxie as hit points


Starting Equipment

following equipment in addition the the equipment gained by background (A) leather armour or (B) any simple weapon (A) dungeoneers pack or (B) an explorers pack (A) set of artisans tools or (B) a gaming set)


Subclass Options

Arcane Brawler   Spell Casting when you reach 3rd level, you augment your martial ability with spell casting. Cantrips. you learn two cantrips of your choice from among evocation spells. you learn one additional cantrip at level 10 Spell slots.   Spells known at first level or higher.   Spell casting ability Chrisma is your spell casting ability for your evocation spells, since your spells are cast from your intense fighting spirit. you can only learn evocation spells that cause damage and any none line or cone spells range is reduced to 0. when making spell attack rolls with the arcane brawler, you make a melee attack roll and on a success the spell is cast, Spells that would be an on a saving throw and cast the same way, the first target always take full damage others in the range of the blast must make the saving throw against your spell save dc if you are caught in one of your spells you must roll a Con-saving throw against your spell save dc a failure inflicts half damage of the spell and a success decreases damage to 0   Spell save DC = 8+proficiency modifier + Chrismas modifier   Arcane spirit   Starting that third level you can transfer your fighters spirit into your spells, converting moxie into spell slots at double the moxie per slot.   Spell fighters instinct.   Starting at 7th level when your use your action to cast a cantrip, you may make one weapon attack as a bonus action.   Eldritch suckerpunch,   when you hit a creature with an unarmed strike the next spell strike you make against that creature has advantage.   Triumphant entrance   at 15th level you may spend 6 moxie to cast thunder step at 3rd level   Improved instincts   at 18th level when you use your action to cast a spell you may make one unarmed strick as a bonus action


LevelproficiencyFistycuffsMoxieFeatures
1+21d4-Fistycuffs, Unarmoured defense
2+21d42Bloodied Beaten but Never Broken, Moxie
3+21d43fight club, Counter Punch
4+21d44ASI
5+31d65Extra attack
6+31d66fight club feature, moxie fueld fists
7+31d67Haymaker
8+31d68ASI
9+41d69Bloodied Beaten but never broken improvement
10+41d810Never Fear
11+41d811Hardended warrior
12+41d812ASI
13+51d813Nimble
14+51d814Unflappible
15+51d815Daunting presence
16+51d816ASI
17+61d1017Fight club Improvement
18+61d1018defining moment
19+61d1019ASI
20+61d1020Prepaired for a fight
Arcane brawler Spell casting
LevelCantripsknownspells known1st2nd3rd4th
3rd232---
4th243---
5th243---
6th2542--
7th2542--
8th2643--
9th26432-
10th37432-
11th38432-
13th39432-
14th310432-
15th310432-
16th311433-
17th311433-
18th311433-
19th3124331
20th3134331

Created by

alicatxx.

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