Fistfighter | Element 133 Class Feature | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Fistfighter - 6800 AXP

TIER TWO FEATURE: Fistfighter

    • AXP: 6800
    • Pre-Requisites: None
    • Grants Access To: None

While still a novice fighter, your unarmed combat has become a bit more trained. Combining quick footwork, fast punches and tactical fighting, fistfighters keep their distance while unleashing a barrage of strikes on their foes. You gain the following abilities:

Footwork

While you are wearing light or no armor, when you take the Attack action your movement speed increases by 10 feet (max 60). This additional movement doesn't provoke opportunity attacks.

In addition, on your first turn of combat, you can use your reaction to rush towards your opponent within your movement speed range, make a quick strike and retreat 10 feet. You cannot use this reaction if you are surprised.

Agile Fighter

You have advantage on your initiative rolls. In addition, you can spend 1 cunning die to take the Disengage action as a bonus action.

Sequential Strikes

Once in each of your turns when you hit a creature with a unarmed strike, you can make one additional unarmed strike against the same creature. This does not stack with the Flurry of Blows feature abilities.

Slip and Counter

You can quickly evade and dodge attacks. Whenever you take damage from an attack, you can use your reaction and expend two cunning dice to reduce the damage taken by an amount equal to 1d8 + your proficiency bonus. If you reduce the damage of the attack to 0, you can make an unarmed strike against the attacker, as part of the same reaction.

Punching Technique

You learn to use your punches to cause specific effects on your opponents, aiming for different and specific body parts.

Punches. You learn two Punches of your choice, which are detailed as "Punches" below. Each use of a Punch must be declared before the attack roll is made. You can use only use one Punch per attack and you spend a cunning die every time you use one.

You learn one additional punch of your choice, and you can choose one of the punches you know and replace it with another punch, at 3rd, 5th, 7th, and 9th tier.

Saving Throws. Some of your punching techniques require your targets to make a saving throw to resist the punching technique effects. The saving throw DC is calculated as follows:

Punching Technique save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (whichever is higher)

Punches

These punches are presented in alphabetical order.

Chin Punch. You deliver a powerful punch towards your opponent chin, causing him to blackout for a moment and fall. The target must succeed on a Constitution saving throw or be knocked prone.

Face Slap. You can slap your opponent, instead of punching him, demoralizing and angering it. Until the end of your next turn, all attacks made by this creature against a creature other than you are made at disadvantage.

Feinting Punch. You fake an attack towards an opponents face, causing it to blink and protect himself. The target must succeed on a Intelligence saving throw. On a failed save it can't take reactions and you gain advantage on your next attack roll until the end of your turn.

Liver Punch. You hit the target on his liver, causing an acute pain and making him unable to react while contort in pain. The target must make a Constitution saving throw or become unable to attack on its next turn.

Rib Punch. (costs 2 cunning dice) You hit the target in the ribs, fracturing and breaking them, causing internal damage. The target must succeed on a Constitution saving throw or gain the Broken Ribs major injury (See the Major Injury Table in The Rules of Anarchy).

Stomach Punch. You punch your opponent in the guts, weakening him for more powerful strikes. On a hit, and the target must make a Constitution saving throw. On a failed save, it has disadvantage on the next saving throw it makes before the end of your next turn.

Temple Punch. You hit the creature on the side of the head, dizzying it. On a hit, the target must make a Constitution saving throw. On a failed save, it suffers disadvantage on its attacks until the end of your next turn.


 

Created by

BreePeterson.

Statblock Type

Element 133 Class Feature

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