Pugilist/Feats
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| Übersicht | Feats | Subklassen | Backyard Brawler Modifications |
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Level 1: 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 1d6 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.
Level 1: 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.
Level 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.
Level 2: Bloodied But Unbowed
When you take damage, you can take a Reaction to regain all your expended Moxie Points. If you are below half of your maximum Hit Points 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.
Level 2: 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.
Level 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.
Level 3: Fight Club
You gain a Pugilist subclass of your choice. A subclass is a specialization that grants you features at certain Pugilist levels. For the rest of your career, you gain each of your subclass's features that are of your Pugilist level or lower.
Level 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 Paladin levels 8, 12, 16, and 19.
Level 4: 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.
Level 5: Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.
Level 5: 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.
Level 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.
Level 6: Subclass Feature
You gain a feature from your Pugilist Subclass.
Level 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.
Level 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.
Level 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.
Level 10: Shake It Off
With unflappable resolve, you can remove one of the following conditions from yourself at the start of each of your turns: Blinded, Charmed, Deafened, one level of Exhaustion, 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.
Level 11: Subclass Feature
You gain a feature from your Pugilist Subclass.
Level 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.
Level 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.
Level 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.
Level 17: Subclass Feature
You gain a feature from your Pugilist Subclass.
Level 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.
Level 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.