mcumoric
2020-11-24, 05:12 PM
Punk
Punks are rogues who have a more rugged way of fighting, rather than the precise strikes that rogues are typically known for. They often group up with other punks to form gangs on city streets.
Bully
Starting at the 3rd level, you have an affinity for pushing and shoving. You have advantage on checks to shove creatures prone and your unarmed strikes deal 1d4 bludgeoning damage instead on the normal amount.
Blunt force
Starting at the 3rd level, quarterstaffs, greatclubs, clubs, maces and your unarmed strikes gain the finesse property for you. In addition when you hit a creature with a blunt weapon you can use a bonus action to shove them 5 feet back. If the attack was a crit you can instead shove them 15 feet back.
Tough
Starting at the 9th level, your hit point maximum increases by an amount equal to your level and increases by an additional 1 each time you level up in this class.
Gang up
Starting at the 13th level, if your number of party members exceeds the amount of enemies you face, you can use your action to make an intimidation check versus your enemies wisdom scores. Each creature you roll higher than gains the frightened condition from each of your allies for a number of rounds equal to 8 - their individual wisdom modifiers.
Brute
Starting at the 17th level, when you reduce a creature to 0 hit points, once per turn you can move up to your movement speed and immediately make a melee weapon attack.
Punks are rogues who have a more rugged way of fighting, rather than the precise strikes that rogues are typically known for. They often group up with other punks to form gangs on city streets.
Bully
Starting at the 3rd level, you have an affinity for pushing and shoving. You have advantage on checks to shove creatures prone and your unarmed strikes deal 1d4 bludgeoning damage instead on the normal amount.
Blunt force
Starting at the 3rd level, quarterstaffs, greatclubs, clubs, maces and your unarmed strikes gain the finesse property for you. In addition when you hit a creature with a blunt weapon you can use a bonus action to shove them 5 feet back. If the attack was a crit you can instead shove them 15 feet back.
Tough
Starting at the 9th level, your hit point maximum increases by an amount equal to your level and increases by an additional 1 each time you level up in this class.
Gang up
Starting at the 13th level, if your number of party members exceeds the amount of enemies you face, you can use your action to make an intimidation check versus your enemies wisdom scores. Each creature you roll higher than gains the frightened condition from each of your allies for a number of rounds equal to 8 - their individual wisdom modifiers.
Brute
Starting at the 17th level, when you reduce a creature to 0 hit points, once per turn you can move up to your movement speed and immediately make a melee weapon attack.