Crippling blows At 1st level you know the best places on your enemy's to target to numb and cripple them, even if only temporarily, giving yourself the edge in combat. As an action you can call out the targeted area (Head, Torso, or Legs) and make a melee attack roll against a single creature within range. On a hit the target takes the base damage and must make a constitution saving throw (DC = 10 + STR + ½ Pugilist level), on a failed save the target has the specified area “crippled” for a short time (Duration is 6 seconds per STR mod). The effects of crippling the specified areas are listed below. You have a limited number of Crippling blows you can use at 1st level with 3 per long rest, but you gain more to use at 5th, 9th, 13th, & 17th levels Concussion: A creature hit with this attack gains the Stunned condition and has disadvantage on all checks requiring concentration until the crippling effect ends. Arm Breaker: A creature hit with this attack can not hold any weapon, or grab, push, pull or climb any object, all attacks made by this creature have disadvantage, and they are unable to cast spells that require somatic components until the crippling effect ends. Low Blow: A creature hit with this attack gains the Restricted condition until the crippling effect ends. Corkscrew At 2nd level you have learned a technique that will give a real advantage on the battlefield if used precisely, as it’s able to completely numb those who are unfortunate enough to be striked by it. Once per short rest as an action you may make a melee attack roll against a single creature within range, on a hit the creature must make a Constitution saving throw (DC = 10 + ½ Pugilist level) and on a failed save they gain the Paralyzed condition for a short time (Duration is 6 seconds per STR mod) Subclass At 3rd level you chose your subclass stuff (Fill this in with more detail later) ABILITY SCORE IMPROVEMENT When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability score by 1. As normal, you can’t increase an ability score above 20 using this feature. Breather At 5th level you know how to calm yourself quickly, to take in a deep breath for a short meditation even in the very heat of battle. As an action, once per short rest, you can take a breather and recover HP by rolling a number of hit-dice to a maximum of half your level. Following Strike At 6th level your skill with your strikes has improved and you know when and how to utilize a great opportunity. Once per short rest, when you successfully cripple a creature you may immediately follow up the strike with a Corkscrew and the creature will have disadvantage on their Constitution saving throw. Fault Blocker At 9th level you have learned a new technique, a way to turn your own offense in to defense. As a bonus action at the start of your turn, you may activate or deactivate this ability. While it is active you may add your Str modifier to your AC, however while this ability is active you can not add your Str modifier to any attacks you make. Binding rush At 10th level you have mastered one the greatest techniques available to the Pugilist, the Binding rush. Once per long rest you may use this ability, choosing a single creature as your target you may strike at them with all three Crippling blows at once without using any usage of your crippling blows and as a single action. Clinch At 11th level you have learned a rather impressive but risky maneuver, a way to maximize the potential to cripple your enemy, but at risk to your own body as well. As a free action when using one of your Crippling blows you can activate Clinch. When Clinch is activated the targeted creature has disadvantage on their saving throw against being crippled, however you must also pass the same saving throw (without advantage or disadvantage) or become crippled in the same way. Thunder Fist At 14th level you have learned another new and rather powerful technique, a way to make a single punch strike so far and fast, the pearling sound of thunder can be heard all around on impact. Once per short rest as an action you can chose a single creature to make a melee attack roll against. On a hit the creature takes 2d12+Str Blugion damage and 1d12+Dex Thundering damage. However if you miss the attack you take the full force of the damage instead, or if the creature is struck but it’s Hit Points do not reach zero or lower from the strike, you take half damage as well. Fighting Spirit At 18th level you have managed to turn the weakness of pain into a strength to utilize in combat. Whenever you take damage from any creature other then yourself, you add double your Str modifier to the attack and damage rolls of your next attack. Final Blow At 20th level you have mastered all the skills a pugilist can, including their greatest technique, the Final Blow. Once per 24 hours, you may make a melee attack against a single creature. On a critical hit this blow will cause instant death. On a regular hit this ability deal Double maximum damage and automatically inflicts all Crippling Blows effects onto the chosen enemy.
You start with the following equipment, in addition to the equipment granted by your background: Common robes, hand wraps, 2d4 x 10 GP
STYLE OF BRAWLING Brawling Style Cestus Adrenalin Starting when you chose the Brawling style of Cestus at 3rd level you have gained usage Adrenalin, being able to manipulate the fueling energy within yourself to keep fighting on. Whenever you inflict a Crippling effect on a creature, you may gain temporary hit points equal to ½ your Pugilist level + your Constitution modifier. Devil's fist At 6th level you have tapped into a fearsome power, learning how to put your own life force into your attacks to deal devastating damage not just to your target but those around them as well. Once per short rest you may sacrifice 10% of your HP and make a melee attack roll against a single creature, on a hit the creature takes Base damage + x2 Str + Your sacrificed health in damage, and all creatures, other than yourself, within 5 feet of the targeted creature must pass a Dexterity saving throw (DC 8 + ½ Pugilist level) or take 1d12+Str force damage. Cross Counter At 9th level another technique has been learned and is applicable in combat, the Cross Counter. # of times equal to ½ your Pugilist level times per long rest, as an action you may activate a Cross Counter which lasts for six seconds. While a Cross Counter is active, whenever you or an allied creature within 5 feet of you is struck by a melee attack, you may make a melee counter attack with advantage to the creature that dealt the original melee attack. This ability upgrades at 15th level, increasing it’s counter range to any allied creature within 10 feet. Million rush At 13th level you have become quite adept at making quick and powerful strikes, when taking the attack action you can keep attacking until you miss, taking stacking disadvantage on every attack roll past the second roll. Resonance Blow At 17th level you have become a master of your preferred brawling style and have learned it’s greatest ability, the Resonance Blow. Once every 24 hours, you may make a melee attack against a single creature and on a hit deal 2d12+Str damage, however for every 24 hours passed after this ability was first learned, or since it was lasted used. Add 1d12 to the damage up to a maximum of ½ your Pugilist level. Brawling Style of Bone-Breaking One-two punch When you chose the Bone-Breaking Brawling Style at 3rd level you learn to combine your more basic attacks into openings for your more crippling attacks. When you hit a creature with a basic melee attack, and still have uses of Crippling Blows, you have a chance of being able to follow up your attack with a Crippling blow, made with advantage. Chance of Crippling Blow is 5% per 2 Pugilist levels. Double Punch At 6th level you have learned the Double Punch ability, whenever a Crippling Blow fails to land it’s crippling effect, you have a 50% chance to make the same Crippling Blow again, at disadvantage, without using up one of your limited Crippling Blow usages. This ability upgrades at level 12, allowing you to make the chance strike without disadvantage. Leading Blow At 9th level you have learned the Leading Blow ability, Once per short rest you can make a concentrated strike against a single creature with melee range, on a hit you deal 2d10+Str+½ Pugilist level damage, and on a critical hit you may immediately follow up the attack with a Crippling Blow, without extending one of your Crippling Blow usages. Meditation At 13th level you have learned the Meditation ability, Once per long rest as an action you can calm yourself and go into a quick meditation. After your meditation you have advantage on all attack rolls and all creatures have disadvantage when rolling saving throws against your Crippling Blows for eighteen seconds. If you are hit by a creature after you activate meditation but before the start of your next turn the benefits only last for 6 seconds. Raging Billows At 17th level you have learned the Raging Billows ability, when making a melee attack roll against a creature, if that creature is effected by one or more of your Crippling effects you deal extra damage from your Str mod. Ex; one Crippling effect, add x2 Str. Two Crippling effects, add x3 Str. Three Crippling effects, add x4 Str.
Level | Proficiency Bonus | Features | Raging Fists | Crippling Blows |
---|---|---|---|---|
1st | +2 | Crippling blows | 1d6 | 3 |
2nd | +2 | Corkscrew | 1d6 | 3 |
3rd | +2 | Subclass (Cestus / ???), Subclass feature | 1d6 | 3 |
4th | +2 | Ability score improvement | 1d8 | 3 |
5th | +3 | Breather | 1d8 | 6 |
6th | +3 | Following strike, Subclass feature | 1d8 | 6 |
7th | +3 | --Nothing-- | 1d10 | 6 |
8th | +3 | Ability score improvement | 1d10 | 6 |
9th | +4 | Fault blocker, Subclass feature | 1d10 | 9 |
10th | +4 | Binding rush | 1d12 | 9 |
11th | +4 | Clinch | 1d12 | 9 |
12th | +4 | Ability score improvement | 1d12 | 9 |
13th | +5 | Subclass feature | 2d6 | 12 |
14th | +5 | Thunder fist | 2d6 | 12 |
15th | +5 | --Nothing-- | 2d6 | 12 |
16th | +5 | Ability score improvement | 2d8 | 12 |
17th | +6 | Subclass feature | 2d8 | 15 |
18th | +6 | Fighting spirit | 2d8 | 15 |
19th | +6 | Ability score improvement | 3d6 | 15 |
20th | +6 | Final blow | 3d6 | 15 |