Pugilist (Ben Huffman)
Ben Huffman - Pugilist (Third Party)
- Dado de golpe
- 10
- Competencias
- Strength, Constitution, Acrobatics, Athletics, Deception, Intimidation, Perception, Sleight of Hand, Stealth
- Habilidades a elegir
- 2
- Armaduras
- Light Armor
- Armas
- Simple Weapons, Improvised Weapons
- Herramientas
- Your choice of one Gaming Set
- Recuperación de espacios
- Descanso corto
- Riqueza inicial
- 4d4x10
Progresión
| Nivel | Bonif. | Rasgos | Bloodied But Unbowed | Moxie | Swagger Streak | Dig Deep | Down But Not Out | Shake It Off | Dig Deeper | Pugnacious | Fighting Spirit |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | +2 | Multiclass Features, Fisticuffs, Iron Chin | — | — | — | — | — | — | — | — | — |
| 2 | +2 | Moxie, Bloodied But Unbowed, Swagger Streak | 1 | 2 | — | — | — | — | — | — | — |
| 3 | +2 | Heavy Hitter · Rasgo de subclase | 1 | 2 | 1 | — | — | — | — | — | — |
| 4 | +2 | Ability Score Improvement, Dig Deep | 1 | 3 | 1 | 1 | — | — | — | — | — |
| 5 | +3 | Extra Attack, Haymaker | 1 | 3 | 1 | 1 | — | — | — | — | — |
| 6 | +3 | Moxie-Fueled Fists · Rasgo de subclase | 1 | 4 | 1 | 1 | — | — | — | — | — |
| 7 | +3 | Down But Not Out | 1 | 4 | 1 | 1 | 1 | — | — | — | — |
| 8 | +3 | Ability Score Improvement | 1 | 5 | 1 | 1 | 1 | — | — | — | — |
| 9 | +4 | School of Hard Knocks | 1 | 5 | 1 | 1 | 1 | — | — | — | — |
| 10 | +4 | Herculean, Shake It Off | 1 | 6 | 1 | 1 | 1 | 1 | — | — | — |
| 11 | +4 | Rasgo de subclase | 1 | 6 | 1 | 1 | 1 | 1 | — | — | — |
| 12 | +4 | Ability Score Improvement | 1 | 7 | 1 | 1 | 1 | 1 | — | — | — |
| 13 | +5 | Dig Deeper | 1 | 7 | 1 | 1 | 1 | 1 | 1 | — | — |
| 14 | +5 | Unbreakable | 1 | 8 | 1 | 1 | 1 | 1 | 1 | — | — |
| 15 | +5 | Pugnacious | 1 | 8 | 1 | 1 | 1 | 1 | 1 | 1 | — |
| 16 | +5 | Ability Score Improvement | 1 | 9 | 1 | 1 | 1 | 1 | 1 | 1 | — |
| 17 | +6 | Rasgo de subclase | 1 | 9 | 1 | 1 | 1 | 1 | 1 | 1 | — |
| 18 | +6 | Fighting Spirit, Epic Boon | 1 | 10 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
| 19 | +6 | — | 1 | 11 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
| 20 | +6 | Peak Physical Condition | 1 | 12 | 1 | 1 | 1 | 1 | 2 | 1 | 1 |
Rasgos nivel a nivel
Nivel 1
Becoming A Pugilist As A Level 1 Character
As a 1st-level Pugilist, you begin play with 10 + your Constitution modifier hit points.
Core Pugilist Traits:
- Primary Ability: Strength
- Hit Point Die: D10 per Pugilist level
- Saving Throw Proficiencies: Strength and Constitution
- Skill Proficiencies: Choose 2: Acrobatics, Athletics, Deception, Intimidation, Perception, Sleight of Hand, or Stealth
- Weapon Proficiencies: Simple and improvised weapons
- Armor Training: Light armor
- Tool Proficiency: Your choice of one Gaming Set
You start with the following equipment, in addition to the equipment granted by your background (choose A or B):
- (A) Club, Handaxe, Gaming Set (chosen for the tool proficiency above), Dungeoneer's Pack, and 31 GP
- (B) 50 GP
Becoming A Pugilist As A Multiclass Character
Core Pugilist Traits:
- Hit Point Die: D10 per Pugilist level
Multiclass Features
When you gain a new level in a class, you get its features for that level. You don't, however, receive the class's starting equipment, and a few features have additional rules when you're multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting.
Channel Divinity: If you already have the Channel Divinity feature and gain a level in a class that also grants the feature, you gain the Channel Divinity effects granted by that class, but getting the feature again doesn't give you an additional use of it. You gain additional uses only when you reach a class level that explicitly grants them to you. For example, if you are a cleric 6/paladin 4, you can use Channel Divinity twice between rests because you are high enough level in the cleric class to have more uses. Whenever you use the feature, you can choose any of the Channel Divinity effects available to you from your two classes.
Extra Attack: If you gain the Extra Attack class feature from more than one class, the features don't add together. You can't make more than two attacks with this feature unless it says you do (as the fighter's version of Extra Attack does). Similarly, the warlock's eldritch invocation Thirsting Blade doesn't give you additional attacks if you also have Extra Attack.
Unarmored Defense: If you already have the Unarmored Defense feature, you can't gain it again from another class.
Spellcasting: Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class.
Spells Known and Prepared: You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three 1 st-level ranger spells based on your levels in the ranger class. As a 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained when you reached 3rd level as a wizard) can be 2nd-level spells. If your Intelligence is 16, you can prepare six wizard spells from your spellbook. Each spell you know and prepare is associated with one of your classes, and you use the spell casting ability of that class when you cast the spell. Similarly, a spellcasting focus, such as a holy symbol, can be used only for the spells from the class associated with that focus. If a cantrip of yours increases in power at higher levels, the increase is based on your character level, not your level in a particular class.
Spell Slots: You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, half your levels (rounded down) in the paladin and ranger classes, and a third of your fighter or rogue levels (rounded down) if you have the Eldritch Knight or the Arcane Trickster feature. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table. If you have more than one spellcasting class, this table might give you spell slots of a level that is higher than the spells you know or can prepare. You can use those slots, but only to cast your lower-level spells. If a lower level spell that you cast, like burning hands, has an enhanced effect when cast using a higher-level slot, you can use the enhanced effect, even though you don't have any spells of that higher level. For example, if you are the aforementioned ranger 4/ wizard 3, you count as a 5th-level character when determining your spell slots: you have four 1st-level slots, three 2nd-level slots, and two 3rd-level slots. However, you don't know any 3rd-level spells, nor do you know any 2nd-level ranger spells. You can use the spell slots of those levels to cast the spells you do know-and potentially enhance their effects.
Pact Magic: If you have both the Spellcasting class feature and the Pact Magic class feature from the warlock class, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast warlock spells you know.
Fisticuffs
Your years of fighting in back alleys and taverns have given you mastery over combat styles that use Unarmed Strikes and Pugilist weapons, which are the following:
- Simple Melee weapons
- Improvised weapons
You gain the following benefits while you are unarmed or wielding only Pugilist weapons and you are wearing Light or no armor and are not wielding a Shield.
Bonus Unarmed Strike. You can make an Unarmed Strike as a Bonus Action.
Fisticuffs Die. You can roll 1d8 in place of the normal damage of your Unarmed Strike or Pugilist weapons. This die changes as you gain Pugilist levels, as shown in the Fisticuffs column of the Pugilist Features table.
Improved Improvisation. Your talent for turning everything into a weapon allows you to use the mastery properties of improvised weapons. All improvised weapons count as having the Sap mastery property for you.
Iron Chin
While you are wearing Light or no armor and not wielding a Shield, your base Armor Class equals 12 plus your Constitution modifier.
Especial
Natural Armor: 12+%3
Nivel 2
Moxie
Your experiences of beating the odds have given you a moxie you can channel in the midst of battle. This swagger is represented by a number of Moxie Points. Your Pugilist level determines the maximum number of points you have, as shown in the Moxie Points column of the Pugilist Features table. You can spend these points to enhance or fuel certain Pugilist features. You start knowing three such features: Brace Up, One-Two Punch, and Stick and Move, each of which is detailed below. When you expend a Moxie Point, it is unavailable until you finish a Short or Long Rest, at the end of which you regain all your expended points.
Brace Up. You can use a Bonus Action and expend 1 Moxie Point to brace for attacks. When you do so, roll your Fisticuffs die, and gain a number of Temporary Hit Points equal to the number rolled plus your Pugilist level and your Constitution modifier. These Temporary Hit Points vanish if any remain after 10 minutes.
One-Two Punch. You can expend 1 Moxie Point to make two Unarmed Strikes as a Bonus Action.
Stick and Move. You can use a Bonus Action and expend 1 Moxie Point to make an Unarmed Strike and take the Dash or Disengage action.
Bloodied But Unbowed
When you take damage, you can take a Reaction to regain all your expended Moxie Points. If you are Bloodied when you take this Reaction, you also gain Temporary Hit Points equal to four times your Pugilist level. These Temporary Hit Points vanish if any remain when you finish a Short Rest. Once you use this feature, you can't use it again until you finish a Short or Long Rest.
Swagger Streak
When you fail a Strength, Dexterity, Constitution, or Charisma check, you can expend a Moxie Point to attempt to swagger your way to success. Roll your Fisticuffs die and add the number rolled to the ability check, potentially turning it into a success. If the ability check still fails, you regain the expended Moxie Point and can't use this feature again until you finish a Short or Long Rest.
Nivel 3
Heavy Hitter
When you hit a creature with an Unarmed Strike, you can use both the Damage and your choice of the Grapple or Shove option.
Nivel 4
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Pugilist levels 8, 12, and 16.
Dig Deep
You can use a Bonus Action to dig deep. For 10 minutes, you have Resistance to Bludgeoning, Piercing, and Slashing damage and you ignore the effects of Exhaustion levels less than 6. Once you use this feature, you can't use it again until you finish a Long Rest unless you gain 1 Exhaustion level (no action required by you) to restore your use of it.
Nivel 5
Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Haymaker
When you make an attack with an Unarmed Strike or Pugilist weapon, you can expend 1 Moxie Point to swing with wild abandon. On a hit, regain the expended Moxie Point and you deal maximum damage with that attack.
Nivel 6
Moxie-Fueled Fists
Whenever you deal damage with your Unarmed Strike or an attack with an improvised weapon, it can deal your choice of Force damage or its normal damage type.
Nivel 7
Down But Not Out
When you use your Bloodied But Unbowed while you are Bloodied, you can add a bonus to the damage of your Unarmed Strikes and attacks with Pugilist weapons for the next minute. This bonus equals your Constitution modifier plus the number of levels of Exhaustion you have. Once you use this feature, you can't use it again until you finish a Long Rest.
Competencias
Dexterity
Nivel 8
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Nivel 9
School of Hard Knocks
Once per turn, you can deal an extra 1d12 damage when you hit with an Unarmed Strike or attack with a Pugilist weapon. This damage is the same type dealt by the weapon or Unarmed Strike. You can forgo this extra damage to apply one of the following effects.
Endanger. The next time the creature is hit by an attack, the attack deals the maximum result of the attack's damage dice rather than rolling.
Provoke. The creature has Disadvantage on attack rolls against creatures other than you until the end of your next turn.
Nivel 10
Herculean
You gain the following benefits.
Heavy Lifter. Your Strength score is doubled when determining your carrying capacity.
Pillar Breaker. When you hit an object with an Unarmed Strike, the hit is a Critical Hit.
Unmatched Athlete. Your jump distance is doubled
Shake It Off
At the start of each of your turns (no action required), you can remove one Exhaustion level on yourself or end one of the following conditions on yourself: Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, Restrained, or Stunned. Once you use this feature, you can't use it again until you finish a Long Rest unless you take a level of Exhaustion (no action required by you) to restore your use of it.
Nivel 12
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Nivel 13
Dig Deeper
You can use a Bonus Action to dig deeper. For 1 minute, you have all the benefits of your Dig Deep and can use your School of Hard Knocks twice per turn instead of once. Once you use this feature, you can't use it again until you finish a Long Rest. Starting at level 20, you can use it twice before a Long Rest.
Nivel 14
Unbreakable
You have Advantage on Strength, Dexterity, and Constitution saving throws. Additionally, whenever you make a saving throw and fail, you can expend 1 Moxie Point to reroll it, and you must use the new roll.
Nivel 15
Pugnacious
When you roll Initiative, you can remove one level of Exhaustion on yourself and regain your uses of Down But Not Out, Dig Deep, and Shake It Off. Once you use this feature, you can't use it again until you finish a Long Rest.
Nivel 16
Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Nivel 18
Fighting Spirit
When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit point instead. When you do, you gain Temporary Hit Points equal to half of your maximum Hit Points, regain all your expended Moxie Points, and have Resistance to all damage except Force for the next minute. Once you use this feature, you can't use it again until you finish a Long Rest.
Epic Boon
You gain an Epic Boon or another feat of your choice for which you qualify. Boon of Combat Prowess is recommended.
Nivel 20
Peak Physical Condition
Your strength and resilience are the stuff of legends. You gain the following benefits.
Hale and Hearty. Your Strength and Constitution scores increase by 2, to a maximum of 23.
Sleep It Off. When you finish a Long Rest and you have the Exhaustion condition, you lose all levels of Exhaustion.
Vim and Vigor. When you finish a Short Rest, you regain Hit Points equal to twice your Pugilist level.
Modificadores
strength +2
constitution +2
Subclases (6)
Rasgos
The Pugilist
Pugilists live a rough and tumble life that leaves them full of determination and recklessness, either from overconfidence or desperation. In a fight, they channel this strength of character to dig deep and snatch victory from the jaws of defeat, even when outarmed and outnumbered. Even when they ultimately fail, Pugilists go down swinging. Pugilists tap into their inner strength in the form of moxie. This is not an esoteric or mystical energy that flows through the multiverse, but the result of self-confidence and determination forged over a lifetime of hardship with a never-say-die attitude. Anyone can be taught how to fist fight but accessing the strength and resilience of the Pugilist can't. The secret of mastering moxie doesn't come from disciplined study or rigorous training, it comes from years of wanting and needing. In back alleys, underground fight clubs, and poorer quarters, Pugilists don't have time to consider the lofty ideals of philosophy or ponder the mysteries of the universe. They spend their days chasing down their next meal or, if they're fortunate enough to have that, their next drink, bedfellow, or flophouse. For Pugilists, becoming an adventurer might be the only way out of whatever miserable situation they've been stuck in since infancy. For others, getting lost out in the world is an escape from the tangled web of debt or enemies they've piled up. But some Pugilists are happy just with the promise of ample opportunities to bloody their knuckles.