Rift Hitter
Pugilists who punch hard and fast enough might eventually tear through the fabric of space with their fists. Rift hitters are rewarded for their esoteric training with hands that never stop vibrating, swings that shatter space, and goals that are never out of reach.
Level 3: Portal Punching
You’ve learned to think, and fight, with portals. On each of your turns, your unarmed strike and melee attacks made with pugilist weapons have a reach of 30 feet, as you send your attacks through rifts in space.
In addition, when you take the Attack action and only make unarmed strikes or attacks with pugilist weapons, you can use a bonus action and spend 1 moxie point to grapple one creature you targeted with one of those attacks. If your grapple attempt is successful, you immediately pull the creature to an unoccupied space of your choice within 5 feet of you.
Level 3: Pocket Dimension
Your hands become handier than a haversack. As a bonus action, you can quickly plunge anything you’re holding into a personal demiplane, akin to a Bag of Holding. The object cannot be any larger than a 2-foot cube. You can store up to 10 objects this way; storing any more causes the first thing you stored to be lost in the Astral Plane.
You can use your bonus action to retrieve an object you stowed away, either bringing it onto your person or dropping it at a point you can see within 30 feet of you.
Level 6: Eraser
Your fists can punch nothing and still be devastating. When you take the Attack action, you can spend 1 moxie point to replace one of your attacks with a punch to the empty space in front of you. When you do, you erase up to 30 feet of empty space ahead of you, allowing you to choose between propelling yourself forward or pulling the closest, unanchored creature or object towards you. The DC for saving throws called for by this feature equals 8 + your proficiency bonus + your Strength modifier.
Propelling Yourself. You fly ahead in a straight line before falling to the ground. The first weapon attack you make during this movement has advantage. You stop early if you impact against a solid surface. If you collide with a creature, this movement ends and the creature must succeed on a Strength saving throw or be knocked prone.
Pulling a Target. If the target is an unanchored object weighing less than your carrying capacity, it flies and lands in an unoccupied space in front of you. If the target is a creature your size or smaller, it must succeed on a Strength saving throw or fly into an unoccupied space of your choice within 5 feet of you and fall prone.
Level 11: Flicker Fists
Each time you hit a creature with an unarmed strike, you can spend 2 moxie points to make an additional unarmed strike against the creature as part of the same action.
Level 17: Making Space
You can use an action to cast the Arcane Gate spell. Constitution is your spellcasting ability for this spell. Once you cast the spell using this feature, you can’t do so again until you finish a long rest, unless you spend 6 moxie points to do so again.
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