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When you create an improvised weapon using Anything Goes that isn't highly experimental, you can apply one of the following enhancements to it instead of one of its modifications:
When you create an improvised weapon using Anything Goes that isn't highly experimental, you can apply one of the following enhancements to it instead of one of its modifications:


=== {.tabset} ===
==== Fighting Style ====
==== Fighting Style ====
Choose a [Fighting Style](/Klassen/Fighter/Fighting_Style) from the Fighter class.
Choose a [[Fighter/Fighting_Styles|Fighting Style]] from the Fighter class.


While you are wielding this weapon, you gain the benefits of that Fighting Style.
While you are wielding this weapon, you gain the benefits of that Fighting Style.

Aktuelle Version vom 25. April 2026, 03:48 Uhr

Übersicht Feats Subklassen Backyard Brawler Modifications

Third-Party

TPC

In your darkest hour, you pleaded for the strength to take what you wanted from the world and a dread power took notice. At first, you may have relished the cathartic rush that came with channeling your eldritch might to claim what you felt you deserved, but this pact came with strings attached. In times of distress you hear the entity whispering in the back of your mind, urging you to indulge your most base impulses.

A dread power can be any powerful malevolent entity capable of bestowing a portion of its power onto a mortal. Archdemons, Fey royalty, ancient liches, and unfathomable intelligences from beyond space and time are all possibilities.

Level 3: Black Magic

As a result of your relationship with your dread power, you gain the following benefits.

  • Two Cantrips. You learn two cantrips of your choice from the Warlock spell list. Constitution is your spellcasting ability for your Black Magic spells.
  • Level 1 Spell. Choose a level 1 spell from the Warlock spell list. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have.
  • Spell Change. Whenever you gain a new level, you can replace one of the spells you chose with this feature with a different spell of the same level from the Warlock spell list.

Level 3: Dread Hand

When you take the Attack action on your turn, you can manifest the evidence of your foul pledge to otherworldly powers. When you do, one of your limbs transmogrifies into a monstrous appearance reminiscent of your dread power and you gain the benefits below for 1 minute. Once you use this feature, you can't use it again until you finish a Short or Long Rest.

  • Revenging Strike. When you are hit by a melee attack, you can take a Reaction to make an Unarmed Strike against the creature that attacked you if it is within reach.
  • Unslakeable Bloodlust. When you hit a target with an Unarmed Strike, you can roll the attack's damage dice twice and use either roll against the target.
  • Whirlwind of Violence. The first time you miss with an Unarmed Strike each turn, you can reroll the attack and must use the new result.

Level 6: Deal with the Devil

You gain one of the following options of your choice. Whenever you finish a Long Rest, you can change your choice.

  • Cloak of Shadows. You can cast Invisibility once without a spell slot, and you regain the ability to cast it in this way when you finish a Short or Long Rest.
  • Mask of Many Faces. You can cast Disguise Self without expending a spell slot.
  • Otherworldly Walk. You can cast Misty Step once without a spell slot, and you regain the ability to cast it in this way when you finish a Short or Long Rest.

Level 11: Grotesque Growth

When you use your Dread Hand feature, you gain the benefits of the Enlarge effect of the Enlarge/Reduce spell and have a 10-foot reach.

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.

Level 17: Fountain of Viscera

You can take a Magic action and expend 6 Moxie Points to attempt to execute a creature of your choice within reach by magically burrowing your hand into its body and extracting its innards. The creature must make a Dexterity saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failure, the creature takes 100 Piercing damage. On a success, the creature takes 50 Piercing damage instead.

If this damage reduces the target to 0 Hit Points, it immediately dies as you rip a hole through it, creating a stomach-turning fountain of viscera. When this happens, each creature of your choice within a 30-foot Emanation originating from you must succeed on a Wisdom saving throw (DC 8 plus your Strength modifier and Proficiency Bonus) or have the Frightened condition for 1 minute. A creature that fails the saving throw can repeat the Wisdom saving throw again at the end of each of its turns, ending the Frightened condition on itself on a success.

TPC

Some Pugilists revel in their reputations as heels, happily playing up their bad behavior for notoriety. Despised by their enemies for their obscene curses and dirty tricks, these Pugilists take pride in their ability to provoke and willingness to win fights at any cost.

Level 3: Bad Attitude

You gain proficiency in the Intimidation skill if you don't have it already. Additionally, you gain a bonus to checks using this skill equal to your Strength modifier (minimum bonus of +1).

Level 3: Salty Salute

You have mastered the art of the enraging insult. As a Bonus Action, you can provoke a creature within 60 feet that can see or hear you. That creature must succeed on a Wisdom saving throw or take Psychic damage equal to a roll of your Fisticuffs die plus your Constitution modifier and have Disadvantage on any attack rolls it makes against creatures other than you until the start of your next turn.

The saving throw DC for this and all other features from this subclass equals 8 plus your Constitution modifier and Proficiency Bonus.

Level 6: Dirty Tricks

You have a few tricks up your sleeve to even the odds when the going gets tough. You can use one of the following Dirty Tricks. You can use one Dirty Trick each turn, and once you use a dirty trick, you can't use that trick again until you finish a Short or Long Rest.

  • Heelstomper. When you deal damage to a creature with an Unarmed Strike or Pugilist weapon, the creature must succeed on a Dexterity saving throw or its Speed is reduced to 0 for one minute. An affected creature can repeat this saving throw at the end of each of its turns, ending the effect on a success.
  • Low Blow. When you deal damage to a creature with an Unarmed Strike or Pugilist weapon, you can hit the creature below the belt. When you do, the creature must succeed on a Strength saving throw or attacks against the creature have Advantage until the end of your next turn.
  • Pocket Sand. As a Bonus Action, you toss detritus into the eyes of a creature within 10 feet. The creature must succeed on a Constitution saving throw or have the Blinded condition until the end of its next turn.

Level 11: Mean Old Cuss

You can offend every creature in the room with the flick of a wrist and a few curt words. As a Bonus Action, you can choose a number of targets within 30 feet of yourself that can see or hear you up to your level in this class. Each chosen creature must succeed on a Wisdom saving throw or take Psychic damage equal to a roll of your Fisticuffs die plus your Constitution modifier and have Disadvantage on attack rolls it makes against creatures other than you until the start of your next turn.

Once you use this feature, you must finish a Short or Long Rest before you use it again. You can also restore your use of it by expending 3 Moxie Points (no action required).

Level 17: Dirtier Tricks

You gain the following additional Dirty Tricks. You can use one Dirty Trick each turn, and once you use a dirty trick, you can't use that trick again until you finish a Short or Long Rest.

  • Rabbit Punch. When you hit a creature with an Unarmed Strike or a Pugilist weapon, you strike its head. Until the end of your next turn, the creature loses Resistance to Psychic damage if it has it and has Disadvantage on saving throws.
  • Sucker Punch. When you hit a creature with an Unarmed Strike or Pugilist weapon, you can turn the hit into a Critical Hit. For this Critical Hit, you roll the attack's damage dice three times and add them together, instead of twice as normal.

TPC

Pugilists who fight in the Squared Circle know the fastest way to win a fight is to force a submission. These wrestlers focus on controlling their most powerful opponents with chokeholds and arm bars, forcing the enemy to fight on the Pugilist's terms.

Level 3: Groundwork

You gain the following benefits.

  • Compression Lock. When you start your turn with one or more creatures Grappled, you can deal Bludgeoning damage to each creature you have Grappled (no action required). The damage equals one roll of your Fisticuffs die plus your Strength modifier.
  • Inescapable. When a creature makes a saving throw or ability check against your grapple or shove DC, you can expend 1 Moxie Point to give that roll Disadvantage.

Level 3: Muscle Mass

Choose the Acrobatics or Athletics skill. If you lack proficiency with the chosen skill, you gain proficiency in it, and if you already have proficiency in it, you gain Expertise in it.

Level 6: Meat Shield

While you have a creature Grappled, you gain Half Cover against attacks made by creatures you aren't Grappling. When a creature you aren't Grappling misses you with an attack roll, you can take a Reaction and expend 1 Moxie Point to force that creature make the same attack with a new attack roll against a creature you are Grappling.

Level 11: Heavyweight

When you use the Grapple or Shove option of your Unarmed Strike, you count as being one size larger. Additionally, you don't have to spend extra movement to move a creature Grappled by you if the creature is your size or smaller.

Level 17: Clean Finish

When a creature ends its turn Grappled by you, you can take a Reaction to force it to make a Constitution saving throw against your grapple's escape DC or have the Incapacitated condition until the end of its next turn. If the creature is Bloodied and already Incapacitated by this feature, its Hit Points are reduced to 0 instead.

Once you use this feature to reduce a creature to 0 Hit Points, you can't use it again until you finish a Long Rest.

TPC

Pugilists rise above the adversity they face. Those known as Street Saints do so with the aid of their deep and abiding faith in the gods. These Pugilists were tested and came out the other side with their righteous resolve to live in service to the gods strengthened. A resolve their gods have taken note of.

Level 3: Channel Divinity

You can channel divine energy directly from the Outer Planes, using it to fuel magical effects. You start with two such effects: Fists of Faith and Grace of the Gods. Each time you use this subclass's Channel Divinity, you choose which effect from this subclass to create.

Once you use this subclass's Channel Divinity, you can't use it again until you finish a Short or Long Rest.

  • Fists of Faith. As a Bonus Action, you can imbue your fists with righteous fury. For the next minute, your Unarmed Strikes deal an extra 1d4 Radiant damage or 2d4 if the target is a Fiend or Undead.
  • Grace of the Gods. As a Bonus Action, you beseech the gods for their grace. For the next minute, you have Resistance to Necrotic damage and when you make a saving throw you can roll 1d4 and add it to the result.

Level 3: Lay On Hands

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a Long Rest. With that pool, you can restore a total number of Hit Points equal to three times your Pugilist level.

As a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature, up to the maximum amount remaining in the pool.

You can also expend 5 Hit Points from the pool of healing power to remove the Poisoned condition from the creature; those points don't also restore Hit Points to the creature.

Level 6: Ravaged But Resolute

When you use your Bloodied But Unbowed, you can fully replenish your Lay On Hands healing pool. Once you use this feature, you can't use it again until you finish a Long Rest.

Level 11: Aura of Resilience

When you use your Dig Deep, you can radiate a protective, unseeable aura in a 10-foot Emanation that originates from you for the next 10 minutes. The aura is inactive while you have the Incapacitated condition. Your allies within the aura gain Resistance to Bludgeoning, Piercing, and Slashing damage.

Once you use this feature, you must finish a Long Rest before you can use it again.

Level 17: Hallowed Hands

Once on each of your turns when you hit a creature with an Unarmed Strike or Pugilist weapon, you can expend a number of points from your Lay On Hands healing pool to deal extra Radiant damage to the target, to a maximum of your Pugilist level. The damage equals the number of points expended, or twice as much if the target is a Fiend or Undead.

TPC

Pugilists who practice the Sweet Science hit hard, fast, and often. These Pugilists sometimes battle for the entertainment of the upper classes, but just as often duke it out in back alleys and bars where their next breath depends on a knockout.

Level 3: Bare Knuckle Boxer

Your attacks with Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20.

Level 3: Cross Counter

You can block the brunt of an attack and launch one of your own in the same fluid motion. When you take damage from a melee attack, you can take a Reaction and expend 1 Moxie Point to reduce the damage dealt to you by that attack by 1d10 plus your Strength modifier and Pugilist level.

If you reduce the damage to 0, you can make an Unarmed Strike or attack with a Pugilist weapon against a creature within your reach as part of the same Reaction.

Level 6: Combo Maker

When you deal damage with an Unarmed Strike against a creature, instead of also choosing the Grapple or Shove option with your Heavy Hitter, you can give yourself Advantage on attack rolls you make against that target before the start of your next turn.

Level 11: Combo Breaker

When you use your Cross Counter and reduce the triggering damage to 0, you regain 1 Moxie Point.

Level 17: Knock Out

You gain the following benefits.

  • Coldcock. When you score a Critical Hit against a creature, it must make a Constitution saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failed save, it has the Unconscious condition for 1 minute or until it takes any damage.
  • Uppercut. When you hit a creature with an Unarmed Strike you can take a Reaction and expend 1 Moxie Point to make the attack a Critical Hit. Once you take this Reaction, you can't do so again until you finish a Short or Long Rest.

Homebrew

Kevkus

Pugilists who believe in the art of the Backyard Brawl are experts at tinkering and coming up with brutal, yet efficient methods of beating down opponents in a bloody free-for-all. If you think a stone, a rope, glue and some nails aren't a weapon, a Backyard Brawler might surprise you by clobbering you with a makeshift, long-reaching morning star on his way to claim his position as the top dog of the arena.

Level 3: Anything Goes

You’ve learned that in a real fight, anything can be a weapon—and usually is.

During a Short or Long Rest, you can create a number of improvised weapons equal to your Proficiency Bonus. These weapons last until you finish your next Long Rest.

Each weapon you create must be based on a simple melee weapon and can be modified with up to two modifications. The list of available modifications and their rules can be found here (Seite kommt noch).

Alternatively, when you create a weapon, you can choose to make it highly experimental, allowing it to have up to three modifications instead of two. If you do so, the weapon is destroyed if you roll a 1 on an attack roll made with it. A highly experimental weapon can’t be repaired.

You can’t have more of these weapons active at the same time than your Proficiency Bonus. If you create more, the oldest one immediately falls apart.

Level 3: Practical Experimentation

You gain proficiency with Tinker's Tools if you don't have it already. Additionally, you gain a bonus to checks using Tinker's Tools equal to your Strength modifier (minimum bonus of +1).

Level 6: Waste Not, Want Not

You’ve learned to make the most out of whatever you have at hand.

  • Random Bullshit Go. When you expend a Moxie Point to make two Unarmed Strikes as a Bonus Action, you may instead make them with improvised weapons.
  • Quick Improvisation. As a Bonus Action, you can expend 1 Moxie Point to create an improvised weapon using Anything Goes. This weapon lasts for 1 minute.
  • Keep It Moving. When you make a ranged attack with an improvised weapon, you can draw another weapon as part of the same attack.
  • Scrap Recovery. When one of your improvised weapons is destroyed, you regain 1 Moxie Point. You can’t regain Moxie Points from this feature more than once per turn.

Level 11: All There in the Manual

Your creations have become so refined they border on the impossible. When you create an improvised weapon using Anything Goes that isn't highly experimental, you can apply one of the following enhancements to it instead of one of its modifications:

Fighting Style

Choose a Fighting Style from the Fighter class.

While you are wielding this weapon, you gain the benefits of that Fighting Style.

Junkyard Wizardry

Choose a cantrip or 1st-level spell from the Backyard Brawler spell list. You may choose higher level spells at the level 13 (2nd-level) and level 17 (3rd-level).

While holding the weapon, you can cast the chosen spell in place of one of your attacks using one of the following options:

  • Moxie Cast. Expend a number of Moxie Points equal to the spell’s level to cast it.
  • Percussive Cast. Cast the spell without expending Moxie Points. The weapon is immediately destroyed after the spell resolves.

Any spell cast this way is cast at the lowest available level and can not be cast at higher levels. The damage of cantrips does not scale with your level.

Level 17: King of the Hill

As the king of the hill, you decide where your backyard is.

As a Bonus Action, you can designate an area within 30 feet of you that forms a 60-foot-cube arena centered on a point you can see.

For 1 minute, while you are within that area, you gain the following benefits:

  • You have Advantage on attack rolls against hostile creatures in the area.
  • You can draw or stow your improvised weapons without using an action.
  • You can drink a potion or apply a poison as a Bonus Action and still get the full effect.
  • When a hostile creature drops to 0 Hit Points or leaves the area, you regain 1 Moxie Point (no more than once per turn).

Once you use this feature, you must finish a Long Rest before you can use it again.

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