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The fist leads the way

POWER PUNCHERS AREN’T MERE THUGS. THEY DON’T JUST


USE THEIR FISTS. THEY ARE used by their fists. A
POWER PUNCHER’S MIND AND BODY ARE EXTENSIONS OF
THEIR CLENCHED HAND, NOT THE OTHER WAY AROUND.

Bravery is simple
THE WORLD IS AN INFINITELY COMPLICATED PLACE. CON-
TEMPLATING ALL POSSIBLE CONSEQUENCES OFTEN TAKES SO
MUCH TIME, THAT GOOD PEOPLE DO NOTHING BECAUSE
THEY ARE OVERWHELMED BY ALL THE FACTORS. ALSO,
PUNCHING THINGS IS FUN.
THAT’S WHERE POWER PUNCHERS STEP IN, READY TO
TAKE RISKS, to do the fist step, THEIR SHEER AUDACITY
AND DRIVE TO ACTION GUIDING THEIR DECISIONS.
POWER PUNCHERS ARE THE EMBODIMENT OF GOOD IN-
TENTIONS AND BRAVERY. IF A POWER PUNCHER EVER
MAKES A MISTAKE, THEY JUST PROCEED TO PUNCH THE
Power Puncher MISTAKE UNTIL IT GOES AWAY.
Version 3.1
A FIGURE WITH A CAPE PUNCHES A KNIGHT OFF A FORTRESS
What is the power puncher?
WALL. THE KNIGHT SCREAMS AND LANDS ON A HAY WAGON.
THE POWER PUNCHER IS A RACE, BACKGROUND, AND
A CAPTAIN LANDS A CRUSHING BLOW AGAINST THE KRA-
CLASS. IT WAS CREATED FOR NEW PLAYERS AND CHILDREN.
KEN’S CHIN SAVING HER SHIP AS WELL AS HER CREW. THE
POWER PUNCHERS CAN’T MULTICLASS.
KRAKEN APOLOGIZES AND RETREATS INTO THE OCEAN.
A BOXER WITH RED SKIN AND GREEN PUNCHING GLOVES
PUNCHES THE STONE PLATES OF A COMPLICATED PUZZLE.
Power Puncher Traits
THE PUZZLE PIECES FALL INTO PLACE AND THE HIDDEN TEM- YOUR POWER PUNCHER HAS A SET OF NATURAL ABILITIES,
PLE OPENS. THE RESULT OF CENTURIES OF PUNCHING.
Ability Score Increase. WHEN DETERMINING YOUR
SOME POWER PUNCHERS PUNCH PEOPLE. SOME POWER
CHARACTER’S ABILITY SCORES INCREASE ONE SCORE BY 2
PUNCHERS PUNCH MONSTERS AND SOME POWER PUNCH-
ERS PUNCH WALLS, BUT ALL POWER PUNCHERS PUNCHEDY AND DIFFERENT SCORE BY 1, OR INCREASE THREE DIFFERENT
SCORES BY 1.
PUNCH PUNCH.
Age. POWER PUNCHERS REACH ADULTHOOD IN THEIR
A society of heroes LATE TEENS AND LIVE LESS THAN A CENTURY, THOUGH THEY
POWER PUNCHERS ARE A SCATTERED PEOPLE OF COOL, TRAV- DON’T AGE WHILE THEY ARE ADVENTURING.
ELLING FAMILIES. THEY CAN BE RECOGNIZED BY THEIR Alignment. POWER PUNCHER TEND TOWARDS GOOD
SMOOTH HEADS AND FACES AND VARIED COLORATION. ALIGNMENTS AS HEROISM AND PUNCHING THE RIGHT THING
POWER PUNCHERS AREN’T NOT BORN WITH THEIR MAGICAL IS STRONGLY ENCOURAGED WITHIN POWER PUNCHER TRIBES.
PUNCHING POWERS. THEY RECEIVE THIS GIFT AS SOON AS Size. POWER PUNCHERS RANGE FROM 5 TO 7 FEET TALL.
THEY ARE READY ON THEIR BIRTHDAY. THEY OFTEN TELL EACH YOUR SIZE IS MEDIUM.
OTHER STORIES ABOUT PUNCHING, TRAVELLING BETWEEN THE Speed. YOUR BASE WALKING SPEED IS 30 FEET.
PLACES WHERE THESE STORIES HAPPENED GATHERING NEW Darkvision. YOU HAVE SUPERIOR VISION IN THE DARK
STORIES WHEREVER THEY GO. POWER PUNCHERS DON’T AGE AND DIM CONDITIONS. YOU CAN SEE IN DIM LIGHT WITHIN
WHILE THEY ARE ADVENTURING CAUSING SOME POWER 60 FEET OF YOU AS IF IT WERE BRIGHT LIGHT, AND IN DARK-
PUNCHERS TO REACH ADULTHOOD RELATIVELY LATE AND NESS AS IF IT WERE DIM LIGHT. YOU CAN’T DISCERN COLOR
SOME POWER PUNCHERS TO BECOME VERY OLD. IN DARKNESS, ONLY SHADES OF GRAY.
Fair Play YOU CAN’T MAKE OPPORTUNITY ATTACKS AND
YOU DON’T’ PROVOKE OPPORTUNITY ATTACKS.
Languages. YOU CAN SPEAK AND WRITE COMMON.

1
Suggested Characteristics Creating a power puncher
WHEN CREATING A POWER PUNCHER, THINK ABOUT PUNCH-
ALL POWER PUNCHERS STRIVE TO PUNCH THINGS, THOUGH
ING. WHAT ARE THE THINGS YOU LIKE PUNCHING? WHAT
WHAT THAT MEANS CAN DIFFER GREATLY.
ARE THE THINGS YOU DON’T LIKE PUNCHING, BUT WILL
d4 Personality Trait PUNCH IF YOU MUST? WHAT ARE THE THINGS YOU WOULD
NEVER PUNCH UNDER NO CIRCUMSTANCE? WHAT IS YOUR
1 Itoalways speak loudly. When something needs
be said, it also needs to be heard. COLOR?
2 Iright
spend a lot of time, asking myself, what is the
thing to punch in any given situation. Quick build
3 I try to show everyone how brave I am. YOU CAN MAKE A POWER PUNCHER QUICKLY BY FOLLOWING
4 I like to challenge people to a friendly tussle. THIS SUGGESTION. STRENGTH SHOULD BE YOUR HIGHEST
ABILITY SCORE FOLLOWED BY CONSTITUTION.
d4 Ideal
1 Fairness.
Class Features
Just following the Rules is an easy
way to make quick decisions. (Lawful)
2 Friends.
(Neutral)
I always do whatever helps my friends AS POWER PUNCHER, YOU GAIN THE FOLLOWING CLASS FEA-
TURES.
3 Action. I do whatever comes to my mind.
(chaotic) Hit Points
4 Legend. I do whatever makes for the best tale. Hit Dice: 1D12 PER POWER PUNCHER LEVEL
Hit Points at 1st Level: 12 + YOUR CONSTITUTION
d4 Bond
MODIFIER
1 I’m looking for a villain from a story I once
heard so I can punch them. Hit Points at Higher Levels: 1D12 (OR 7) + YOUR
2 Ibad
once punched the wrong person. I still feel CONSTITUTION MODIFIER PER POWER PUNCHER LEVEL AFTER
about it.
1ST
3 Iwant
heard of a person who can punch really well. I
to become just like that person. Proficiencies
4 The only reason I’m adventuring is because I Armor: LIGHT ARMOR, MEDIUM ARMOR, SHIELDS
don’t want to age.
Weapons: NONE
d4 Flaw Tools: NONE
1 It’s difficult for me to stick to a plan because I
think with my fists. Saving Throws: STRENGTH, DEXTERITY
2 I’m easily offended when somebody doubts
my courage.
Skills: CHOOSE FOUR FROM ACROBATICS, ANIMAL HAN-
DLING, ATHLETICS, HISTORY, INSIGHT, NATURE, PERCEP-
3 Sometimes I punch things even when It’s not
helpful. TION, PERSUASION, AND STEALTH
4 Ipower
often doubt that I can be as strong as other
punchers.
Equipment
YOU START WITH THE FOLLOWING EQUIPMENT, IN ADDITION
TO THE EQUIPMENT GRANTED BY YOUR BACKGROUND:

• (A) SCALE MAIL OR (B) LEATHER ARMOR


• (A) A CAPE OR (B) BOXING GLOVES
• A SET OF COMMON CLOTHES, A WRAPPED GIFT CONTAIN-
ING A PIECE OF ADVENTURING GEAR (OF YOUR DMS
CHOOSING), AN EXPLORER’S PACK AND A BELT POUCH
CONTAINING 10GP

2
The Power Puncher

Level Proficiency Features


Bonus
1st +2 Awesomeness,
Power Punch, Sky Strike
2nd +2 Critical Punch, Hero’s Present
3rd +2 Puncher Team
4th +2 Ability Score Improvement
5th +3 Surprising Punch
6th +3 Momentum Boost
7th +3 Heroic Skill
8th +3 Ability Score Improvement
9th +4 Knock Over
10th +4 Puncher Team Feature
11th +4 Heroic Skill
12th +4 Ability Score Improvement
13th +5 Knock Over Improvement
Critical Punch
14th +5 Super Sight
STARTING AT 2ND LEVEL YOUR PUNCHES SOMETIMES EX-
15th +5 Heroic Skill
PLODE WITH EPIC MAGIC. WHEN USING YOUR POWER
16th +5 Ability Score Improvement PUNCH FEATURE, IF YOU ROLL A 19 OR 20 ON THE ATTACK
17th +6 Knock Over Improvement ROLL, THE FEATURE’S DAMAGE IS DOUBLED.
18th +6 Puncher Team Feature
Hero’s Present
19th +6 Ability Score Improvement
WHEN YOU REACH 2ND LEVEL AND EVERY LEVEL THEREAFTER
20th +6 Single Punch Hero
A WRAPPED PRESENT APPEARS IN FRONT OF YOU. THE PRE-
Awesomeness SENT CONTAINS A PIECE OF ADVENTURING GEAR CHOSEN BY
AT 1ST LEVEL YOU LEARN TO SOLVE EVERY PROBLEM WITH YOUR DM.
YOUR FISTS. YOU USE STRENGTH INSTEAD OF ANY OTHER
Puncher Team
ABILITY MODIFIER WHEN MAKING ABILITY CHECKS (INCLUD-
AT 3RD LEVEL, CHOOSE A PUNCHER TEAM: PARTY BRAWL-
ING INITIATIVE ROLLS) AND SAVING THROWS.
ERS OR HAND SHERIFFS, BOTH DETAILED AT THE END OF THE
Power Punch CLASS DESCRIPTION. THE PUNCHER TEAM YOU CHOOSE
STARTING AT 1ST LEVEL YOU CAN CHARGE YOUR FIST WITH GRANTS YOU FEATURES AT 3RD LEVEL AND AGAIN AT 10TH
EPIC MAGIC AND STRIKE. IF YOU HAVE AT LEAST ONE FREE AND 18TH LEVEL.
HAND, YOU CAN PUNCH A CREATURE OR OBJECT YOU CAN Ability Score Improvement
SEE WITHIN MELEE RANGE AS AN ACTION. MAKE AN UN-
WHEN YOU REACH 4TH LEVEL, AND AGAIN AT 8TH, 12TH,
ARMED MELEE WEAPON ATTACK AGAINST THE TARGET. THE 16TH, AND 19TH LEVEL, YOU CAN INCREASE ONE ABILITY
TARGET TAKES FORCE DAMAGE EQUAL TO YOUR STRENGTH SCORE OF YOUR CHOICE BY 2, OR YOU CAN INCREASE TWO
MODIFIER. ON A HIT THE CREATURE TAKES ADDITIONAL FORCE ABILITY SCORES OF YOUR CHOICE BY 1. AS NORMAL, YOU
DAMAGE EQUAL TO TWICE YOUR POWER PUNCHER LEVEL. CAN’T INCREASE AN ABILITY SCORE ABOVE 20 USING THIS
FEATURE.
Sky Strike USING THE OPTIONAL FEATS RULE, YOU CAN FORGO TAKING
STARTING AT 1ST LEVEL YOU CAN LIFT YOURSELF OFF THE THIS FEATURE TO TAKE A FEAT OF YOUR CHOICE INSTEAD.
GROUND USING YOUR FISTS. YOU HAVE A FLYING SPEED
EQUAL TO YOUR WALKING SPEED. Surprising Punch
STARTING AT 5TH LEVEL YOU CAN USE EITHER FIST TO ATTACK
MAKING YOU HARD TO PREDICT. IF BOTH OF YOUR HANDS ARE
FREE, YOU HAVE ADVANTAGE ON ATTACK ROLLS YOU MAKE
AS PART OF YOUR POWER PUNCH FEATURE.

3
Momentum Boost
STARTING AT 6TH LEVEL YOUR ABILITY TO MOVE USING THE
MOMENTUM OF YOUR FISTS IMPROVES.

• YOUR WALKING SPEED INCREASES BY 10 FEET.


• YOU GAIN A SWIMMING SPEED EQUAL TO YOUR WALK-
ING SPEED.
• YOU CAN HOVER.

Heroic Skill
AT 7TH LEVEL YOU CAN APPLY THE WISDOM OF THE FIST TO
OTHER AREAS OF YOUR LIFE. YOU GAIN PROFICIENCY WITH
TWO SKILLS OF YOUR CHOICE.
YOU GAIN PROFICIENCY WITH TWO ADDITIONAL SKILLS AT
11TH AND 15TH LEVEL.

Knock Over
STARTING AT 9TH LEVEL YOUR PUNCHES KNOCK YOUR OPPO-
NENTS OFF THEIR FEET. WHEN YOU HIT A CREATURE WITH
YOUR POWER PUNCH FEATURE, YOU CAN FORCE IT TO MAKE
A STRENGTH SAVING THROW (DC = 8 + YOUR PROFICIENCY
BONUS + YOUR STRENGTH MODIFIER). ON A FAILED SAVE,
THE TARGET IS KNOCKED PRONE.
STARTING AT 13TH LEVEL WHEN A CREATURE FAILS THEIR
STRENGTH SAVING THROW AGAINST THIS FEATURE, YOU CAN
ALSO PUSH IT UP TO 5 FEET AWAY FROM YOU IN A STRAIGHT
LINE. AT 17TH LEVEL, THIS DISTANCE INCREASES TO 10 FEET.

Super Sight
STARTING AT 14TH LEVEL YOU CAN SEE THE WORLD FROM THE
PERSPECTIVE OF YOUR FISTS. YOU HAVE BLINDSIGHT OUT TO
60 FEET, AND YOU CAN’T BE BLINDED.

Single Punch Hero


AT 20TH LEVEL, WHENEVER YOU USE YOUR POWER PUNCH,
IF THE TARGET HAS A HIT POINT MAXIMUM OF 100 OR LESS,
YOU CAN CHOOSE ONE:

• THE CREATURE DIES.


• THE CREATURE IS REDUCED TO 0 HIT POINTS AND FALLS
UNCONSCIOUS BUT IS STABLE.

4
Puncher Teams

Party Brawlers Hand Sheriffs


THE PARTY BRAWLERS ARE A TEAM OF POWER PUNCHERS THE HAND SHERIFFS ARE LONE WOLFS THINLY SPREAD
THAT TRAVEL IN GROUPS OF GOOD FRIENDS AND SPEND A LOT ACROSS THE WORLD. EACH OF THEM FOLLOWING THEIR OWN
OF TIME CELEBRATING THEIR VICTORIES UNDERSTANDING OF JUSTICE.

High Five Finger Gun

AT 3RD LEVEL, WHEN YOU CHOOSE THIS PUNCHER TEAM, AT 3RD LEVEL, WHEN YOU CHOOSE THIS PUNCHER TEAM,
YOUR FIST GAINS THE ABILITY TO MAGICALLY TRANSFORM INTO YOUR FIST GAINS THE ABILITY TO MAGICALLY TRANSFORM INTO
A PALM TO HIGH FIVE YOUR ALLIES. AS AN ACTION YOU CAN A FINGER GUN. YOU CAN POINT IT AT AN ENEMY TO RELEASE
HIGH FIVE A CREATURE WITHIN 5 FEET. IF YOU DO AND THE A BLAST OF ENERGY. WHEN USING YOUR POWER PUNCH
TARGET HAS A FREE HAND, THE TARGET CAN USE ITS REACTION FEATURE, YOU CAN TARGET A CREATURE YOU CAN SEE WITHIN
TO HIGH FIVE YOU BACK. IF IT DOES, YOU AND THE TARGET 60 FEET AND THE ATTACK BECOMES AN UNARMED RANGED
GAIN TEMPORARY HIT POINTS EQUAL TO YOUR STRENGTH ATTACK. YOU DON’T HAVE DISADVAN-TAGE ON THE ATTACK
MODIFIER PLUS TWICE YOUR POWER PUNCHER LEVEL. ROLL IF YOU ARE WITHIN 5 FEET OF A HOSTILE CREATURE THAT
THESE HIT POINTS LAST FOR 1 HOUR OR UNTIL YOU USE THIS ISN’T INCAPACITATED OR IF THE TARGET IS PRONE.
FEATURE AGAIN.
Quickdraw
Low Five
STARTING AT 10TH LEVEL, YOU THINK FASTER WITH YOUR FIN-
STARTING AT 10TH LEVEL, YOUR HIGH FIVES RETURN YOUR AL- GER GUN THAN WITH YOUR MIND. YOU HAVE ADVANTAGE
LIES FROM THE BRINK OF DEATH. AS AN ACTION YOU CAN ON INITIATIVE ROLLS AND ON YOUR FIRST TURN AFTER ROLLING
HIGH FIVE AN UNCONSCIOUS CREATURE WITHIN 5 FEET THAT INITIATIVE YOU CAN USE POWER PUNCH AS A BONUS AC-
HAS 0 HIT POINTS. IF THE TARGET HAS A HAND, IT REGAINS TION.
AN AMOUNT OF HIT POINTS EQUAL TO YOUR STRENGTH MO-
DIFIER PLUS TWICE YOUR POWER PUNCHER LEVEL. Super Quickdraw

STARTING AT 18TH LEVEL, YOUR FINGER GUN COMPLETELY


Revive Five
TAKES CONTROL. ON YOUR FIRST TURN AFTER ROLLING INITIA-
STARTING AT 18TH LEVEL, YOUR HIGH FIVES RETURN YOUR AL- TIVE, YOU CAN USE POWER PUNCH UP TO THREE TIMES AS
LIES FROM ACTUAL DEATH. AS AN ACTION YOU CAN HIGH FIVE A BONUS ACTION INSTEAD OF ONCE. EACH POWER PUNCH
A DEAD CREATURE TO RETURN IT TO LIFE. THAT CREATURE RE- MUST TARGET A DIFFERENT CREATURE. ONCE YOU’VE USED
TURNS WITH A NUMBER OF HIT POINTS EQUAL TO YOUR THIS FEATURE YOU CAN’T DO SO AGAIN UNTIL YOU’VE FIN-
STRENGTH MODIFIER PLUS TWICE YOUR POWER PUNCHER ISHED A LONG REST.
LEVEL. THIS FEATURE RESTORES ALL MISSING BODY PARTS,
BUT YOU NEED AT LEAST A HAND TO BEGIN WITH. THIS FEA-
TURE CAN’T RETURN TO LIFE A CREATURE THAT HAS DIED OF
OLD AGE. ONCE YOU HAVE USED THIS FEATURE, YOU CAN’T
DO SO AGAIN UNTIL YOU FINISH A LONG REST.

5
Credits

THE POWER PUNCHER WAS AUTHORED AND FORMATTED BY


Ludimist / Juniper_Owl

ART BY
Midjourney (AI)

Special Thanks to my Playtesters

Andres
Patrick

and to
THE /R/UNEARTHEDARCANA SUBREDDIT

THIS DOCUMENT IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT
POLICY AND NEITHER ENDORSED NOR APPROVED BY WIZARDS OF THE COAST.
PARTS OF THE MATERIALS USED ARE PROPERTY OF WIZARDS OF THE COAST.
©WIZARDS OF THE COAST LLC.

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