The Kingdom of Daytar Leamay
At The Albright Military Academy a small but dedicated sub school has sprung up dedicated to boxing. unlike the monks of Kellan who dedicate themselves to harmony and balance the pugilist focuses only on the fine art of beating their opponents black and blue. This school has created the first fighting club and holds live boxing matches the 1st day of every week in it gymnasium.
Hit Dice: 1d8 per Pugilist level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Pugilist level after 1st
Weapons: Unarmed combat, simple weapons
Tools: Choose 1 artist tool or gaming set
Saving Throws: Strength, Dexterity
Skills: Pick 2: Athletics, Acrobatics, Perception, Deception, Intimidation, Persuasion
Equipment: You start with the following equipment, in addition to the equipment granted by your background
- any 1 simple melee weapon
- (a) a Dungeoneer’s Pack or (b) an Explorer’s Pack
- any 1 simple ranged weapon
- Your tool kit or gaming set
|Level||Proficiency Bonus||Hammering strike||Speed strikes||Class Features|
|1||+ 2||1d6||-||Hammering Strike, Unarmored defense|
|2||+ 2||1d6||2||Speed strikes, Tough as nails|
|3||+ 2||1d6||2||Precision Blows, Tactics|
|4||+ 2||1d6||2||Stone fists, Stunning Blows|
|5||+ 3||1d8||2||Ability Score Improvement, Damage Resistance|
|6||+ 3||1d8||3||Anatomical training|
|7||+ 3||1d8||3||Grin and bear it|
|9||+ 4||1d8||3||Ability Score Improvement, Thunder Punch|
|10||+ 4||1d10||3||Thick skull|
|11||+ 4||1d10||4||Iron body|
|12||+ 4||1d10||4||Ability Score Improvement, Repeat performance|
|13||+ 5||1d10||4||Iron Soul|
|15||+ 5||2d6||4||Obliterating criticals|
|16||+ 5||2d6||5||Ability Score Improvement|
|17||+ 6||2d6||5||Adamantine body, Death ward|
|18||+ 6||2d6||5||Adamantine Soul|
|19||+ 6||2d6||5||Ability Score Improvement, Immobile mountain|
Hammering Strikes: At 1st level your normal unarmed damage is 1d6+ strength modifier, this increases every 5 levels as listed on the Pugilist table.
Unarmored Defense: Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier
Speed strikes: At 2nd level you can make 2 unarmed attacks for each attack action you take. This increases every 5 levels as listed on the Pugilist table.
Tough as nails: At 2nd level a pugilist gains advantage an their Constitution saving throws.
Precision Blows: At 3rd level the pugilist adds a +1d6 precision damage any time they have advantage.
Tactics: At 3rd level Albright students learn to make use of their environment and team mates for more effective fighting. They gain advantage to their melee attacks when an ally or terrain obstacle is within 5’ of the target.
Stone fists: At 4th level the pugilists fists are treated as magic weapons for the purpose of overcoming damage resistance.
Stunning Blows At 4th level when the pugilist scores a critical hit the target must make a saving throw (DC 10+ strength mod) or be incapacitated for 1d4 rounds.
Ability Score Improvement: When you reach 5th level, and again at 9th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Damage Resistance: At 5th level you gain resistance to Bludgeoning, piercing and slashing damage.
Anatomical training: At 6th level add your pugilist level to your damage rolls, target must have anatomy for this to work.
Grin and bear it: At 7th level pugilist become immune to pain effects and only suffer negatives from exhaustion if they have more levels of exhaustion than constitution modifier.
Evasion: At 8th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Thunder Punch: At 9th level you can make a single attack that deals an extra 1d10 thunder damage to the target and 1d4 damage to everyone else within 10’ of the target. You cannot use Speed strikes or Stunning blows with this feature. You can do this a number of time a day equal to you constitution modifier and it refreshes with a long rest.
Thick skull: At 10th level you are immune to the Incapacitated condition.
Iron body: At 11th level a pugilist doubles his constitution bonus to his AC
Repeat performance: At 12th level a gains the ability to repeat a successful hit against the same target and deal the same damage exactly as the round before without rolling. A pugilist may do this a number of times equal to his wisdom modifier per day. you cannot use this feature with thunder punch.
Iron Soul: At 13th level you gain proficiency in all saving throws.
Invulnerable: Beginning at 14th level, a pugilist becomes immune to all and any constitution saves.
Obliterating criticals: At 15th level when the pugilist scores a critical hit they roll a 1d4 and multiply the damage by this amount.
Adamantine body: At 17th level a pugilists natural armor bonus is 3 x constitution modifier.
Death ward: At 17th level The first time the pugilist would drop to 0 hit points as a result of taking damage, the pugilist instead drops to 1 hit point. they must finish a short or long rest before using this ability again.
Adamantine Soul: At 18th level you are immune to all non-magical damage.
Immobile mountain: At 19th level pugilist cannot be knocked back or made prone unless they fail a Athletics save. The DC for this save is 10+ modifier used by the effect.