December 15, 2015

Pugilist

Martial Archetype
Comment from the Palm: A variation on the Monk/Fighter, this one mostly just focuses on punching things really, REALLY hard. While not intended to be a conversion of the class from FF 14, it would certainly work as such. Also, yes, it's intended that you can use a shield with Close Quarters Combat, as I want a way to natively play Captain America. 
     Don't judge me. (Quick comment from the Finger: No judgement here; I wrote shield expert to scratch the same itch.)

Pugilist 

Conventional thought states that a warrior is only as good as his weapon. For a pugilist, his weapon and his hands are one and the same. Though intense physical conditioning, a pugilist strives to forge his body into the ultimate tool of war, without relying on magic or the mystical crutch of Ki.

Close Quarters Combat
Starting when you choose this archetype at 3rd level, your study of unarmed fighting grants you mastery of combat styles utilizing such techniques. You gain the following benefits when you aren't wearing medium or heavy armor or using a shield:
  • You can use your Dexterity instead of Strength for attack and damage rolls of your unarmed strikes.
  • When you take the attack action on your turn, you may use a bonus action to attempt to grapple a creature within your reach.
  • Your unarmed strikes and fist weapons deal 1d6 points of damage. This increases to 1d8 at 10th level, and 1d10 at 18th level.
Close Quarters Fighting Styles
At 3rd level, you learn to utilize your traditional combat training in unique ways, granting you a measure of flexibility better suited to your chosen path. Your chosen Fighting Style changes in the following ways when you aren't wearing medium or heavy armor:
     Defense: You gain an additional +1 to your AC, for a total of +2
     Dueling: Your unarmed strikes deal +2 damage. You are treated as if you are wielding a one-handed finesse weapon for the purposes of feats and other class abilities.
     Great Weapon Fighting: When rolling damage for an unarmed strike, you may reroll any 1s or 2s. You must keep the new result, even if it is a 1 or 2. You can treat unarmed strikes as attacks with two-handed heavy weapons for the purposes of feats and other class abilities.
     Protection: You gain the benefits of Close Quarters Combat and Close Quarters Fighting Style while using a shield. When you take the attack action on your turn, you may use a bonus action to make an additional attack with the shield you are wielding, which deals 1d4 bludgeoning damage.
     Two-Weapon Fighting: When you take the Attack action on your turn, you cam make an additional unarmed strike as a bonus action. You are treated as if you are wielding two one-handed light weapons for purposes of feats and other class abilities.
     Additionally, as an action on your turn, you may choose to replace any of your current fighting styles with a different fighting style, though you still cannot benefit from the same style more than once.

Intensive Training
At 7th level, your training has given you an edge in all physical contests. Add half your proficiency modifier to all Strength, Dexterity, and Constitution checks that you do not already add your proficiency modifier to. Additionally, you may select either Athletics or Acrobatics: you gain proficiency in this skill, or double it if you already had proficiency.

Knockout Blow
At 10th level, you have learned to channel you impressive physical power into a single, devastating blow. When you take the Attack action on your turn, you may forgo any additional attacks you gain from the Extra Attack feature. For each attack you would give up in this way, you may add two additional damage dice to your unarmed damage roll.

Close Quarters Master
At 15th level, you've become a true master of unarmed combat. You learn an additional Fighting Style, and you have advantage on grappling checks against creatures of your size or smaller. Additionally, you may attempt to grapple creatures two size catagories larger than yourself.

Deathblow
At 18th level, your grueling training has taught you how to defeat most opponents with a single punch. When you use Knockout blow, you now add three additional dice of damage per Extra Attack instead of two.


New Weapons
Weapon  Cost  Damage  Weight  Properties
Cestus    -1d4 bludgeoning  2 lb.  Fist
Punching Dagger    -1d4 piercing  2 lb.  Fist
Claw Gauntlet    -1d4 slashing  2 lb.  Fist

Cestus. A cestus can take many shapes, but in all cases it is comprised of some sort of glove or hand wrapping covered with metal, stone, bone, or some other hard, blunt material, normally worn in pairs. Unarmed fighters often use them simply to protect their hands, but they are also useful for covering in special materials, such as silver or alchemist's fire. Wearing a cestus allows your unarmed strikes to deal 1d4 points of bludgeoning damage.

Punching dagger. This unique style of dagger consists of one or more blades attached to an H-framed handle, allowing a proficient user to augment his unarmed strikes. Wielding a punching dagger allows your unarmed strikes to deal 1d4 points of piercing damage.

Claw gauntlet. Claw gauntlets take two general forms: either a gauntlet with one to three long, sharp claws extending from the top of the arm to approximately one foot past the end of the wearer's fist, or a glove/gauntlet with sharp metal talons extending from the ends of the fingertips. In either case, they serve to slice the wearer's opponents to ribbons. Wearing a claw gauntlet allows your unarmed strikes to deal 1d4 points of slashing damage.

New Weapon Property

     Fist. You can treat attacks with this weapon as unarmed strikes.


Non-Official Fighting Styles
(Note: These will not be added to the PDF unless the mentioned fighting style is added to a printed WotC 5e book)
Close Quarters Fighting Styles
At 3rd level, you learn to utilize your traditional combat training in unique ways, granting you a measure of flexibility better suited to your chosen path. Your chosen Fighting Style changes in the following ways when you aren't wearing medium or heavy armor:
     Hand-and-a-Half (HB): You gain a +1 to attack and a +1 to damage with your unarmed strikes, and You are treated as if you are wielding a one handed versatile weapon for the purposes of feats and class abilities, and may choose to be treated as if you are wielding a weapon in two hands.      Mariner (UA: WA): You gain an additional +1 to AC for a total of +2
    Tunnel Fighter (UA: UD): While in your defensive stance, your unarmed attacks gain reach, with a range of 10 feet. 


14 comments:

  1. To answer a question I got from a few others right off the bat, let me say that the Fist weapons serve an important purpose for the Pugilist: without them, the Pugilist has no way to get magic damage into his normal attack chain. He could use normal weapons like a regular fighter, but then he's clearly a sub-optimal choice. If you as a DM want to allow this class into the game, please consider adding in fist weapons as well.

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  2. It would seem fist weapons also count as monk weapons as written - was this intentional? I really like the idea of a dual-katar wielding monk right now.

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    1. Yes, they would also work as monk weapons.

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  3. At the top in your comment it says it is intended so that you can use a shield with close combat. But in close combat it says you can't.

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    1. 'Protection: You gain the benefits of Close Quarters Combat and Close Quarters Fighting Style while using a shield. When you take the attack action on your turn, you may use a bonus action to make an additional attack with the shield you are wielding, which deals 1d4 bludgeoning damage.'

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    2. Ha! I got caught by the same thing when I first read this one.

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  4. So I don't really understand how deathblow and knockout blow are beneficial. I feel like using them would drastically reduce your chances to hit and prospective damage.

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    1. Each attack that you sacrifice grants you two additional damage dice for knockout blow and three for deathblow. So if you're level 20, you could attack four times for 1d10+mod damage each time or you could attack once for 10d10+mod damage, so the prospective damage is much higher at risk of you missing the one attack

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    2. sctually, At Level 20, Deathblow would kick in, so it'd be the difference between 4d10+20 across 4 attacks and 9d10+5 for one.

      At level 10, when you get it, you're hitting twice for 2d10+10, avg. of 21 damage. Knockout blow turns that into 3d10+5, or 21.5 avg damage, and gives much higher returns on critical hits and when using great weapon fighting.

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  5. So, the fighting stlyes change, meaning previous bonuses don't apply, right? Also, what happens if someone picks the Hand-and-a-half homebrewed fighting style?

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    1. Because they are home rules or not officially sanctioned, I only included fighting styles that one could get out of the PHB ( Except archery, for obvious reasons). I'll make an addendum on here at some point for all Non-official fighting styles, including any home-brew (On this blog only) and Unearthed Arcana. not all styles need a change (Mariner comes to mind) so i'll only include those that do.

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    2. Also, no, the previous bonuses do not go away, unless the change says otherwise. Example: The Defensive CQF says that it grants an additional +1 to AC, granting a total of +2. this only works is the previous style bonus still worked.

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    3. Thanks for the reply, I asked about Hand-and-a-Half becouse I found it here so I was suprised not to see it. As for the previous bonuses I was confused as it said "change" and the defensive did say "additional". Thanks for the clear up. Oh, and, where can I find the Tunnel fighter? I'm not familiar with UD, whatever that stands for.
      Anyway, Pugilist is very interesting, and I look forward to trying it out!

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    4. Nevermind, I found it. It's in Light, Dark, Underdark along with Close Combat shooter (in case a future reader doesen't know).

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