The Pugilist Class – Dungeon Masters Guild how to get rid of mild acne scars Dungeon Masters Guild

I like what I see for the most part. Though I am curious why the damage is 1 die how to get rid of mild acne scars step higher than the "expert martial artist" monk? Seems odd to me that a fisticuffs brawler can dish how to get rid of mild acne scars out more damage than someone with honed skills in ancient how to get rid of mild acne scars martial precision. If anything, the damage progression should mimic the monk’s.

I love that they are improvised weapons masters, being able to deal additional damage with them. But I think there should be more moxie options in how to get rid of mild acne scars the core class. Or at least give a certain number of choices. Here are some ideas I grabbed from another pugilist version how to get rid of mild acne scars I found online.

* body slam – you spend one moxie when you make an attack action how to get rid of mild acne scars to lift a creature your size or one size smaller how to get rid of mild acne scars and slam them into the ground with you on top. If the attack is successful, you roll your fisticuffs die for damage and you and how to get rid of mild acne scars the creature are both prone. The target creature must make a constitution saving throw or how to get rid of mild acne scars also be stunned for one round. You may not be wielding … See more a weapon or wearing a shield in order how to get rid of mild acne scars to make this attack.

* choke hold – if you have a creature grappled, you may spend a moxie on your next turn to how to get rid of mild acne scars put it into a choke hold. The target can be no more than one size larger how to get rid of mild acne scars than you. It must make a strength saving throw to resist this how to get rid of mild acne scars hold. If the hold is successful you may roll the fisticuffs how to get rid of mild acne scars die + strength for damage. Both you and the target are considered restrained. The target is allowed a strength saving throw every round how to get rid of mild acne scars to break the hold. While in the hold, the target continues to take damage equal to your fisticuffs how to get rid of mild acne scars die + strength. If it reaches 0 hp it is rendered unconscious.

* disarm – when you hit a creature with an unarmed attack, you can expend one moxie to attempt to disarm the how to get rid of mild acne scars target, forcing it to drop one item of your choice that how to get rid of mild acne scars it’s holding. You add the fisticuffs damage normally, 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.

* dodge and throw – when you take the dodge action on your turn, you may spend a moxie to use the creature’s motion against them. With your reaction you grab and throw one creature you how to get rid of mild acne scars can see that misses you with a melee attack. The creature must be your size or one size smaller how to get rid of mild acne scars and you must have at least one free hand. You make a grappling attack and if successful the creature how to get rid of mild acne scars is thrown in the direction they were facing. They take damage equal to your fisticuffs die roll, land a number of feet equal to the damage dealt how to get rid of mild acne scars (8 dmg equals 8 feet), and are also knocked prone upon landing.

* haymaker – with this attack you concentrate on connecting with one powerful how to get rid of mild acne scars punch. Spending one moxie point and your bonus action to initiate how to get rid of mild acne scars the haymaker, you deal one additional fisticuffs die to the damage, and you score a critical hit on a die rolls how to get rid of mild acne scars of 18-20 for this attack only. If you successfully roll a critical, the target must make a constitution saving throw or else how to get rid of mild acne scars is stunned until the end of your next turn.

* jab and hook – if you are not wielding any weapons or wearing a how to get rid of mild acne scars shield you may spend a moxie to perform this combination how to get rid of mild acne scars attack. You make one unarmed attack. If it hits, it deals normal damage (fisticuffs + your strength) but also gives you advantage on the second attack against how to get rid of mild acne scars the same opponent that you take as a bonus action. Whether the first attack hits or not, you add one additional fisticuffs dice to the damage of how to get rid of mild acne scars the second strike if it hits.

* pressure point strike – you spend one moxie to target a weak spot on how to get rid of mild acne scars your opponent, delivering added pain to your strike. If your attack hits, you add one additional fisticuffs die to the damage and how to get rid of mild acne scars the target has disadvantage until the end of its next how to get rid of mild acne scars turn.

* submission hold – if you have a creature grappled, you may spend a moxie on your next turn to how to get rid of mild acne scars put it into a submission hold. The target can be no more than one size larger how to get rid of mild acne scars than you. It must make a strength saving throw to resist this how to get rid of mild acne scars hold. If the hold is successful you may roll the fisticuffs how to get rid of mild acne scars die for damage. Both you and the target are considered restrained. The target is allowed a strength saving throw every round how to get rid of mild acne scars to break the hold. While in the hold, all intimidation checks against the target have advantage.

* taking the punch – when an attacker that you can see hits you with how to get rid of mild acne scars an attack that deals bludgeoning damage, you can spend a moxie to use your reaction to how to get rid of mild acne scars reduce that damage against you by the amount rolled on how to get rid of mild acne scars your fisticuffs die + your constitution modifier.

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