| Post/Author/DateTime | Post |
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| #1DizziwingJul 10, 2015 15:11:13 | I present to you, the D&D community a Fighter archetype: the Pugilist. Basically it is focused on boxing and draws inspiration from traditional ring-based Boxing and from some fighting games (namely Street Fighter).
The basic idea is that from 3rd level onwards, Combo Attack feature means that the Pugilist can attack twice during an attack action freeing up the bonus action for Combo Finishers providing their requirements have been met. As the Pugilist levels and they gain extra attacks and more Combo Finishers once they meet all of the requirements to use a Combo Finisher during an attack action then they may immediatly proceed to the Combo Finisher Bonus Action.
The Pugilist Fighter Archetype V1.1
Show Fighting style
Bare Knuckle Fighting You may use your Dexterity modifier on your unarmed strikes.
Combo Attack
If you have hit a target creature during your attack action then you may make one additional attack against that target during that action but cannot claim the Bonus Action to attack with your second weapon this turn.
Well Aimed Strikes From 3rd level, your unarmed strike damage becomes a D4, this increases to a D6 at 7th level and further to a D8 at 15th level.
If you meet the requirements, you may use a Combo Finisher as a bonus action immediately after your attack action.
“Quick Jabs” You may attempt to attack the target for 2D4 Bludgeoning Damage, this increases to 3D4 at 7th level, 4D4 at 10th level and 5D4 at 15th level.
“Overhand” You must have successfully hit the same target with 2 or more consecutive attacks during your attack action, your target must be Humanoid in shape and you must not have failed to hit with any other attack. You overhand the target creature and they must succeed on a Strength Save or be knocked prone.
“Throw” You must have successfully hit the same target with at least 1 of your attacks during your attack action and your target must be Humanoid in shape. You may attempt to grapple your opponent, if you succeed then you throw the target to the ground where they slide 15 ft. behind you. Attacks of opportunity cannot be taken against a thrown target if they pass a hostile creature.
In the heat of battle! “Counterpunch”
“Not out yet!” When an attack would reduce you to 0 hit points you may, as a reaction immediately use the Second Wind feature. Refer to the Second Wind feature for effect and restrictions.
Combo Finisher – Stunning Jab
“Stunning Jab”
Strike the Vital Points At 10th level, you score a Critical Hit on a 19-20, this improves to a 18-20 against a Humanoid target.
Combo Finisher - Uppercut
“Uppercut” You must have successfully hit the same target with all of your attacks during your attack action and your target must be Humanoid in shape. You uppercut the target creature dealing 1D6 Bludgeoning Damage and they must succeed on a Strength Save or be pushed 10 ft. The damage increases to 1D8 at 15th level.
Combo Finishers – Rabbit Punch, Mighty Strike & Force Blast At 15th level you gain the Rabbit Punch, Mighty Strike and Force Blast Combo finisher, See the Combo Finisher feature for restrictions:
“Rabbit Punch” You must have successfully hit the same target with all of your attacks during your attack action and your target must be Humanoid in shape, also they must have been staggered by one of your attacks this turn and you scored at least one critical hit on the target creature this turn. Roll to hit, that roll becomes the DC for a Constitution Save that the target creature must succeed on or the target creature dies.
Once you use this Combo Finisher, must finish a long rest before you can use it again.
“Mighty Strike” You must have successfully hit the same target with 4 or more consecutive attacks this turn, staggered them and you must not have failed to hit with any other attack.
“Force Blast”
Once you use this Combo Finisher, must finish a short or long rest before you can use it again. |
| #2Captain_KoboldJul 10, 2015 15:26:37 | What exactly was your friend after? Why wouldn't Monk, or a mutliclass mix do? |
| #3DizziwingJul 10, 2015 15:36:07 | He's a big fan of boxing and wanted his character to be a boxer, basically he wanted his character to go in and punch something though he was adamant that the Monk and its asthetics werent right for him and that the Ki related abilites were a complete turn off.
I beleive his comment was something along the lines of "With a monk, you imagine them spinning around on the spot and basically dancing with weapons as they attack, I just want a class that will run up to something and punch it in the face!" |
| (Reply to #3)SpinG22 |
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| #5Tempest_StormwindJul 10, 2015 16:47:41 | On the Philosophy of Class Design was written for 3.5, but applies pretty well (arguably more well, due to subclasses) in 5th. The first principle is "Is there a reason to create a new class?". In this case, fighter (champion or battle master) or barbarian (berserker) with Tavern Brawler or Open Hand monk with reflavored abilities (it isn't a Kung Fu pressure-point Stunning Fist, it's Haymaker, etc.) does exactly what your friend wants already. |
| #6DizziwingJul 10, 2015 19:37:47 | He has the players handbook so I can only assume that he looked through it himself and decided that the classes or feats weren't suitable for what he wants. When he approached me about wanting a boxing character I suggested the monk but got the "when you think of a monk you see him spinning aroubd on the spot and basically dancing with weapons as they attack, I just want a class that will run up to and punch the enemy in the face' comment, I asked about the fighter as a compromise but he had said no to that too. I didnt think about anything else an just asked him what he wanted: he wanted a boxer with boxing moves that could punch his enemies in the face so believing a new class to be my only option, I looked up boxers and boxing moves and drafted a class for him based on the larger more bulky boxers and the small more agile boxers.
I have updated my initial post as well. |
| #7SDakenJul 10, 2015 20:06:39 |
Here's a tip, instead of writing:
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| (Reply to #7)Dizziwing |
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| #9Tempest_StormwindJul 10, 2015 21:38:03 |
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| #10RadaceusJul 10, 2015 21:52:04 | I like this, and agree with your player about a Monk not sufficing the role for a Pugilist ( one may argue that boxing is a Martial art though). I think a Boxer would be more inclined to the Fighter class than affiliated to the Monk ( d10 HD instead of d8)
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| #11Captain_KoboldJul 11, 2015 1:55:47 | Barbarian with Tavern brawler Feat is also a good option as Tempest mentioned, because you don't need to wear armour as much.
If he can imagine the Monk spinning around etc, why can't he imagine a Boxer bouncing around on his toes, using a flurry of punches, knocking people silly with a fist to the jaw, and uppercutting someone so hard that they fall over? Is he hung up on thinking monks are exclusively oriental and use oriental styles? The very first martial art was probably Greek. |
| #12cowleymenJul 11, 2015 2:42:28 |
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| #13SDakenJul 11, 2015 5:41:09 | maybe would be more effective to build a new archetypal for fighter or barbarian to suit your boxer than a new entire class |
| #14TylasRaoJul 11, 2015 7:39:20 | Honestly, off the top of my head, all I'd do is, instead of creating a new class, go with battle master fighter, but replace the level 1 fighting style with the monk's Martial Arts ability and give him Unarmored Defense (Con). Maybe push Second Wind back to 2nd or 3rd level. Taking Tavern brawler would complete the deal. I know Tavern brawler and Martial arts has some overlap, but that is fine since replacing Fighting Style with Marial arts and Unarmored defense is probably a bit uneven (though I don't think that much so). |
| #15DizziwingJul 11, 2015 8:19:19 | After reading the new comments that I awoke to this morning I have tried to refit the Pugilist into a Fighter archetype. I admittedly based the Pugilist on the fighter anyway but didnt think of the archetypes that it has when creating the Pugilist as a class. |
| #16rampantJul 11, 2015 9:14:59 | The full punch ability to up the damage die at levels 1-4 is a waste of design space. It either needs to continue upping the damage for the rest of the progression or you need to do somehtign else because the minute you hit level 5 it becomes a non-ability. |
| #17DizziwingJul 13, 2015 13:44:29 | Just going to focus on the Pugilist as a fighter archetype now, I still have the class if anyone is interested but the fighter archetype is the way I have decided to go with this. |
| #18Ze_AzraelJul 13, 2015 17:45:52 | Just so you know, after errata, everyone is proficient in unarmed strikes, so that part in your fighting style is redundant. The other thing is you are setting unarmed strikes to deal 1d4 as a Fighting Style but then increasing the die size as an archetype feature. This should be stramlined. I would incorporate the 1d4 into the archetype, and rework your Fighting Style, as it would then only read 'You can use Dexterity for your unarmed strikes'. In addition, 2/5 Combo Finishers require a target be grappled, which discourages the use of DEX over STR.
I don't really have time to give feedback on the rest right now but overall I have to agree with what people have said about there not being a need for a new class or archetype when there are already a few ways to support this concept. Personally, if your friend really just can't see himself being a monk, just introduce a new Fighting Style benefitting unarmed strikes and have him go Battlemaster/Champion. You will save yourself many headaches as it looks to me that your new archetype needs a lot of polishing. |
| #19DizziwingJul 13, 2015 19:45:48 | Feedback received, Archetype editied accordingly! |
| #20Danny_MontannyJul 14, 2015 8:24:45 | Here's what I'd do. Combo Attack would give the extra attack if you use all of your Attack action attacks on the same creature, not if all of your attacks hit. This will limit it to represent what this guy should be good at, boxing one opponent. This will in turn limit your Combo Finisher bonus actions to the same thing. Also, they've got some limiting factors to them, but some of them are really strong to be able to use them any time you want. Every other feature in the game limits abilities like this to uses/rest. I suggest going with limiting to CON modifier uses (minimum of 1) per short rest. Essentially representing the Pugilist's stamina to perform moves that are above and beyond normal brawling. The. You can take away their restrictions of hitting with all of your attacks and stuff like that. The punches in a combo that are feints are just as important as the ones that hit when lining up that last powerful shot. |