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NEW FIGHTER ARCHETYPE: THE PUGILIST

The path of the pugilist is one of incessant training


aimed at mastering the traditional techniques of
hand-to-hand combat. Though pugilists command
formidable power when unarmed, they are wont to
use metal, leather, and bone weaponry to maximize
their destructive potential. Though many would
compare pugilists to monks, who also study unarmed martial arts, important distinctions exist.
While monks achieve their abilities through years of
rigid, organized training and through supernatural
techniques, pugilists tend to be self-taught, or learn
from travelling masters in their own style.

EXPERT BOXER

Beginning when you choose this archetype at 3rd


level, your unarmed damage die becomes a D6. At
7th level it becomes a D8. Usually your unarmed
strikes deal lethal damage, but you can choose to
deal non-lethal damage instead with no penalty.

HAIL OF FISTS

Starting at 7th level, you may strike with a hail of


fists at the expense of accuracy. When you use your
action to make an unarmed attack, you may use
your bonus action to make two additional unarmed
attacks. All of your bonus attack rolls that turn
suffer disadvantage.

EXPERT WRESTLER
Starting at 10th level, you learn three wrestling
maneuvers of your choice, which are detailed
under Maneuvers below. Many maneuvers
enhance an attack in some way. You can use only
one maneuver once per turn. You learn three
additional maneuvers at 15th level.
Saving Throws. Some of your maneuvers
require your target to make a saving throw to resist
the maneuvers effects. The saving throw DC is
calculated as follows:
Maneuver save DC = 8 + your proficiency
bonus + your Strength or Dexterity
modifier (your choice)

IRON JAW
Starting at 15th level you can take blows that would
knock out or kill a regular person. You gain
resistance to bludgeoning damage.

FISTS OF FURY
Starting at 15th level, when you use your Hail of
Fists ability, you no longer suffer disadvantage on
your attack rolls.

MANUEVERS
The maneuvers are presented in alphabetical order.
Backbreaker. When you successfully hit an
opponent with an unarmed attack, you may use a
bonus action to inflict an additional 11 (2d6 + 4)
bludgeoning damage on the same opponent.
Bear Hug. When you successfully hit an
opponent with an unarmed attack, you may use a
bonus action to force the creature to make a
Constitution saving throw. The creature takes 11
(2d6 + 4) bludgeoning damage on a failed save and
half damage on a successful save.
Nerve Pinch. When you successfully hit an
opponent with an unarmed attack, you may use a
bonus action to force the creature to make a
Constitution saving throw. On a failed save the
creature is paralysed for 1 minute.
Piledriver. When you successfully hit an
opponent with an unarmed attack, you may use a
bonus action to inflict an additional 7 (1d6 + 4)
bludgeoning damage. The creature is knocked
prone, and must make a Constitution saving throw.
On a failed save the creature is stunned until the
end of its next turn.
Sleeper Hold. When you successfully hit an
opponent with an unarmed attack, you may use a
bonus action to force the creature to make a
Constitution saving throw. On a failed save the
creature falls unconscious for 1 minute.
Suplex. When you successfully hit an opponent with an unarmed attack, you may use a
bonus action to inflict an additional 9 (1d10 + 4)
bludgeoning damage; the target is knocked prone.

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