Pugilist Fighter in Gears of Chronan | World Anvil

Pugilist Fighter

Prize-fighting is a popular sport in Chronan, and it brings in people from all walks of life to test their mettle. Whereas lowly street brawlers rely on brute strength and dirty techniques in the ring, the boxing pugilists fight with honor and code. They prefer to use only their two fists and superior maneuvers to outmatch their opponents.  

Pugilist Features

This martial archetype is only available to fighters who have chosen the unarmed fighting style at 1st level. The pugilist benefits from having high scores in all three physical abilities.
  • 3rd level: Iron Chin Defense, Unarmed Superiority
  • 7th level: Additional Maneuvers and Superiority Dice, Agile Proficiency
  • 10th level: Additional Maneuvers, Improved Unarmed Fighting
  • 15th level: Additional Maneuvers and Superiority Dice, Relentless
  • 18th level: School of Hard Knocks
  • Iron Chin Defense

    Starting at 3rd level when you choose this martial archetype, if you are wearing only light or no armor and not using weapons or a shield, you can add your Constitution modifier to your Armor Class.  

    Unarmed Superiority

    When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice. Note that some of your maneuvers differ from those of the Battle Master, utilizing unarmed strikes instead of weapon attacks or using different names for flavor.   You learn three maneuvers of your choice, which are listed below. Many maneuvers enhance unarmed strikes in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.   You have six superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain two additional superiority dice at 7th level and two more at 15th level. Unlike the Battle Master, your superiority dice do not improve when you level up, but you get more of them.   The saving throw DC for your maneuvers is calculated as follows: DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
  • Ambush: When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated.
  • Bait and Switch: When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks. Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
  • Block: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Strength modifier.
  • Brace: When a creature you can see moves into the reach of your unarmed strike, you can use your reaction to expend one superiority die and make one unarmed strike against the creature. If the attack hits, add the superiority die to the weapon's damage roll.
  • Chin Up: On your turn, you can use a bonus action and expend one superiority die to bolster your resolve. You gain temporary hit points equal to the superiority die roll + your Constitution modifier.
  • Disarming Strike: When you hit a creature with an unarmed strike, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
  • Distracting Strike: When you hit a creature with an unarmed attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
  • Duck and Cover: When you would make a Dexterity saving throw, you can expend one superiority die and add the result to your roll. If you would take only half damage from succeeding on the save, you take none instead, and only half if you fail.
  • Evasive Footwork: When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
  • Feinting Strike: You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next unarmed strike roll against that creature this turn. If that attack hits, add the superiority die to the attack's damage roll.
  • Flurry of Fists: When you take the attack action and are not wielding any weapons or a shield, you can use your bonus action and expend one or two superiority dice to make an equal amount of unarmed strikes. You use the result of the superiority dice instead of damage rolls of these bonus strikes, and don’t add your ability modifier to the damage.
  • Goading Strike: When you hit a creature with an unarmed strike, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
  • Grappling Strike: Immediately after you hit a creature with an unarmed strike on your turn, you can expend one superiority die and then try to grapple the target as a bonus action. Add the superiority die to your Strength (Athletics) check.
  • Maneuvering Strike: When you hit a creature with an unarmed strike, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
  • Menacing Strike: When you hit a creature with an unarmed strike, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
  • Opportune Grapple: When you would make an opportunity attack against a creature, you can expend one superiority die to grapple the target instead. Add the superiority die to your Strength (Athletics) check.
  • Pushing Strike: When you hit a creature with an unarmed strike, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
  • Rear Hook: When you miss with your unarmed strike, you can expend one superiority die to roll again and add the result to your attack roll.
  • Showmanship: When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.
  • Tactical Assessment: When you make an Intelligence (Investigation), Intelligence (History), or Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.
  • Uppercut: When you hit a creature with an unarmed strike, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
  • Additional Maneuvers and Superiority Die

    At 7th level, you learn two additional maneuvers of your choice and gain two additional superiority die.  

    Agile Proficiency

    You gain proficiency with Dexterity saving throws and one of the following skills: Acrobatics, Sleight of Hand, or Stealth.  

    Additional Maneuvers

    At 10th level, you learn two additional maneuvers of your choice.  

    Improved Unarmed Fighting

    At 10th level, your unarmed strikes can now deal bludgeoning damage equal to 1d8 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d8 becomes a d10. At the start of each of your turns, you can deal 1d6 bludgeoning damage to one creature grappled by you.  

    Additional Maneuvers and Superiority Die

    At 15th level, you learn two additional maneuvers of your choice and gain two additional superiority die.  

    Relentless

    Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.  

    School of Hard Knocks

    By 18th level, you’ve graduated top of the class at the school of hard knocks and you took most of them on the head. You have resistance to psychic damage and gain advantage on saving throws against effects that would make you paralyzed, stunned or unconscious.

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