TEXT: EN World EN5IDER | Speaking with Fists
  EN World EN5IDER | Speaking with Fists
  Speaking
  with Fists
   
  writing Josh Gentry
   color art Jacob Blackmon
   
  editing James J. Haeck
   
  layout Eric Life-Putnam
  You know all about the Art of Peace*, 
  right? Sure, you can set your weapons 
  aside ... but can you so easily part with 
  your fists, or your will to survive? 
  This article is all about warriors who 
  fight with their fists. Unarmed strikes 
  are an integral part to the monk class, 
  but they do not have a monopoly 
  on all fist-fighting archetypes. 
  Fighters, barbarians, rogues, and 
  even spellcasters benefit when they 
  can apply fist-fighting to their unique 
  disciplines. Characters who just want 
  to dip their fingers in fist-fighting can 
  also benefit from the new Fighting 
  Style and weapons found here.
  *  Josh Gentry, “The Art of Peace,” EN World EN5ider, 
  https://www.patreon.com/posts/2752485
  
  Speaking with Fists | EN World EN5IDER
  Speaking with Fists | EN World EN5IDER
  Fist-Fighting & 
  Multiclassing
  The non-monk subclasses presented below 
  improve their unarmed strikes as per this table.
  If such a character multiclasses into a class that 
  grants the Martial Arts feature or that also has 
  access to the fist-fighting table, add their levels 
  from all such classes and look on this table to 
  determine their total unarmed strike and Martial 
  Arts damage. Characters with feats that improve 
  unarmed strike damage such as Grappler and 
  Tavern Brawler count as one level higher for the 
  purposes of unarmed strike damage.
  Fist-Fighting Table
  Character Level
  Unarmed Strike Damage
  1–2
  1
  3–5
  1d4
  6–11
  1d6
  12–17
  1d8
  18–20
  1d10
  New Class Options
  Barbarian: Path of the Lodestar
  For barbarians on the Path of the Lodestar, rage 
  transcends mortal fury; instead, their blood 
  burns with the celestial fires of heaven. Their fists 
  become stronger than steel, as though tempered 
  in the furnaces of stars. Throngs of inspired 
  followers liken their hero’s legendary strength to 
  that of Samson, Heracles, and Atlas, and his astral 
  glow to the mark of a demigod.
   Your spellcasting ability for spells from this 
  Primal Path is Strength.
  Spell Save DC = 8 + your proficiency bonus + your 
  Strength modifier
  Fist of the Lodestar
  Starting when you choose this path at 3rd level, 
  you gain proficiency with unarmed strikes, and 
  their damage improves as per the Fist-Fighting 
  Table, above. Whenever you make an unarmed 
  strike attack with nothing in either your main 
  hand or off-hand, your unarmed strike’s damage 
  further increases by one step (such as from 1d4 to 
  1d6, or from 1d10 to 1d12). This damage increase 
  cannot be used in conjunction with Sneak Attack 
  or extra attacks granted by Martial Arts or Flurry 
  of Blows.
   While you rage, your unarmed strikes are 
  considered magical and their damage type 
  changes to radiant.
  Star-Forged Rage
  Also at 3rd level, your rage causes you to shimmer 
  and glow like a constellation. While you rage, you 
  have resistance to fire and radiant damage.
  Open Game Content
  The game rule information in this article is designated Open Game Content. All of the other material in this article, 
  including maps and illustrations (including illustrations in the public domain), narrative and descriptive 
  text, character and place names, trade dress, “EN Publishing,” “EN World,” “EN5ider,” EN Publishing 
  product and article titles, and EN World and EN Publishing logos, are designated Product Identity.
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  EN World EN5IDER | Speaking with Fists
  EN World EN5IDER | Speaking with Fists
  as per the Fist-Fighting Table, above. Whenever 
  you make an unarmed strike with nothing in 
  either your main hand or off-hand, your unarmed 
  strike’s damage die increases by one step (from 
  1d4 to 1d6, 1d6 to 1d8, and so on). This damage 
  increase cannot be used in conjunction with Sneak 
  Attack or extra attacks granted by Martial Arts or 
  Flurry of Blows.
  Bonus Proficiency
  At 3rd level, you gain proficiency in the Athletics 
  skill.
  Counter-Grab
  Starting at 7th level, while you have nothing in 
  either hand and an adjacent creature misses you 
  with a melee attack, you can use your reaction to 
  initiate a grapple.
  Fake Out
  Starting at 10th level, appearing to miss an enemy 
  puts it right where you want it. When you miss a 
  creature with an unarmed strike, you can use this 
  feature to initiate a grapple. Once you use this 
  feature, you can’t use it again until you finish a 
  short rest or a long rest.
  Unpinnable
  At 15th level, you have advantage on checks 
  made to contest or escape a creature’s grab, 
  and on saving throws made to avoid becoming 
  restrained.
  Haymaker
  At 18th level, your mighty punches leave 
  opponents limp on the ground. When you score a 
  critical hit on a creature with an unarmed strike, 
  you may choose to force the creature to make a 
  Constitution saving throw. The DC equals 8 + 
  your proficiency bonus + your Strength modifier. 
  On a failed save, the creature falls unconscious 
  for 1 minute, and on successful save the creature 
  instead falls prone. Once a creature fails its save 
  against this feature, you cannot use it again until 
  you complete a long rest.
  Burden of Heaven
  Beginning at 6th level, your superhuman strength 
  inspires hope and awe. As an action you can 
  use this feature to cast either beacon of hope, 
  explosive strength, or herculean force (see “New 
  Spells,” below). Once you use this feature, you 
  cannot use it again until you complete a long rest.
  Earth Render
  Beginning at 10th level, even the hardest stones 
  are as wet clay before your might. As an action, 
  you can use this feature to cast wall of stone, 
  explosive strength, or herculean force as a 5th-level 
  spell. Once you use this feature, you cannot use it 
  again until you complete a long rest.
  Bones of the Heavens
  Starting at 14th level, your demigod-like will 
  bears celestial burdens. You can use this feature to 
  cast divine word as a bonus action, or as an action 
  you can cast explosive strength or herculean force as 
  a 7th-level spell. Once you use this feature, you 
  cannot use it again until you complete a long rest.
   When you use this feature at 20th level, 
  herculean force is instead cast as a 9th-level spell.
  Fighter: Pugilist
  The archetypal Pugilists are boxers, wrestlers, and 
  pit fighters. Those who follow this archetype bring 
  forth valor, showmanship, and a competitive spirt 
  to both the ring and in the field of battle.
  Heavyweight
  Beginning when you choose this archetype at 
  3rd level, whenever you are not wearing armor 
  or using a shield, your AC equals 10 + your 
  Dexterity modifier + your Constitution modifier.
   Additionally, you gain proficiency with 
  unarmed strikes, and they deal improved damage 
  
  Speaking with Fists | EN World EN5IDER
  Speaking with Fists | EN World EN5IDER
  Monk: Way of the Arcane Fist
  Prerequisite: Proficiency in the Arcana skill
   The ability to cast arcane magic through the 
  mystical power of ki is a rare gift. The first 
  students of the Way of the Arcane Fist were 
  wizards whose powers mysteriously faded over 
  time. Directionless, these powerless wizards 
  joined a monastery, where they witnessed the 
  monks commune with the cosmos through 
  meditation and the power of ki. They studied 
  the monks’ teachings, and came to found a new 
  dicipline that merged their knowledge of the 
  arcane with the power of ki.
  Spellcasting
  You have learned a discipline that allows you to 
  transform your ki into magic.
   Cantrips. At 3rd level, you learn two cantrips of 
  your choice from the wizard spell list. You learn a 
  third cantrip at 10th level.
   Spellbook. Also at 3rd level, you gain a 
  spellbook which contains three 1st-level spells. As 
  your insights into arcane mysteries grow, and you 
  add spells to your spellbook of the highest level 
  you know as per this table. The total number of 
  spells you can record in your spellbook is equal 
  to your Wisdom modifier + half your monk level 
  (minimum 3).
  Way of the Arcane Eye Spellbook
  Monk Level
  Highest Spell Level
  3rd–6th
  1st
  7th–12th
  2nd
  13th–18th
  3rd
  19th and above
  4th
   Ki Spellcasting. You can expend your ki to cast 
  a spell written in your spellbook. The amount of 
  ki required for a spell is 1 + the spell level. For 
  example, the 2nd-level spell invisibility costs 3 ki 
  points to cast. You can cast low-level spells you 
  know as higher level spells by expending the 
  appropriate amount of ki points, up to the highest 
  spell level you can cast from your spellbook.
   Spellcasting Ability. As a monk, Wisdom is 
  your spellcasting ability. Even though your magic 
  requires understanding of arcane theory, all that 
  would be for naught without your inner clarity 
  and connection to the power of the Multiverse.
  Spell Save DC = 8 + your proficiency bonus + your 
  Wisdom modifier
  Spell attack modifier = your proficiency bonus + your 
  Wisdom modifier
  Meditations on Spellcasting
  At 6th level, your understanding of magic lets you 
  cast spells with the grace and speed of a monk.
   Arcane Insight. When you make a saving throw 
  against a spell effect, you may expend 2 ki points 
  as a reaction to gain advantage on that saving 
  throw.
   Meditative Arcana. When you cast a spell, you 
  can expend 1 ki point to cast it without verbal or 
  somatic components.
   Spell Flurry. Immediately after you cast a 
  spell, you can spend 1 ki point to make two 
  unarmed attacks as a bonus action. You can spend 
  an additional ki point to cast two cantrips that 
  require spell attack rolls instead of making two 
  unarmed attacks.
  Astral Visionary
  Beginning at 11th level, you can cast contact 
  other plane, but only as a ritual. Doing so does 
  not consume ki points. At your option, instead 
  of contacting an extraplanar intelligence you 
  may open your mind to the cosmic power of 
  the Multiverse to make omniscient observations 
  yourself. Choosing this option grants you 
  advantage on the spell’s saving throw, but each 
  question you ask has a cumulative 10% chance of 
  being incorrect.
  Cosmic Ripple
  Starting at 17th level, when you use Flurry of 
  Blows, Patient Defense, or Spell Flurry, you can 
  teleport up to 30 feet into an unoccupied space. 
  You can teleport before or after the bonus action.
  
  EN World EN5IDER | Speaking with Fists
  EN World EN5IDER | Speaking with Fists
  Rogue: Speedster
  Must go faster! Speedsters such as yourself seem 
  to bend the fabric of reality when they run. The 
  source of your incredible speed may be a divine 
  blessing, the result of an arcane experiment, 
  the power of the wind, or just your hyperactive 
  personality. Speedsters count among their number 
  deities, tricksters, and comic-book heroes like the 
  Flash and Quicksilver.
  Fast Fists
  When you choose this archetype at 3rd level, you 
  gain the ability to fling your fists faster than the 
  eye can see.
   
  ▶ You gain proficiency with your unarmed 
  strikes, and you can use them to Sneak 
  Attack.
   
  ▶ Your attack and damage rolls with unarmed 
  strikes use Dexterity instead of Strength.
   
  ▶ Your unarmed strikes deal improved 
  damage, as per the fist-fighting table.
  Speed Boost
  Starting at 3rd level, you gain a pool of extra 
  movement that helps you stay on the move. 
  This pool of extra movement is equal to 5 feet × 
  the total of your rogue level and your Dexterity 
  modifier (a minimum of 5 feet). Whenever you 
  move, you can draw extra movement from this 
  pool to move that distance, up to a maximum of 
  your Dexterity modifier × 5 feet (a minimum of 5 
  feet) per turn.
   This pool refreshes when you finish a short rest 
  or a long rest.
  Supersonic Punch
  Starting at 9th level, your momentum makes 
  your punches explode with resounding force. 
  Whenever you use the Dash action or draw 
  the maximum amount of Speed Boost extra 
  movement for your turn, the next unarmed strike 
  you make before the end of your turn deals extra 
  thunder damage equal to your Dexterity modifier.
  Faster than Gravity
  At 13th level, you run so fast that the earth can’t 
  pull you down. When you take the Dash action 
  or use the Speed Boost feature, you gain the 
  following benefits until the end of your next turn:
   
  ▶ You gain the benefits of the water walk spell.
   
  ▶ You gain the benefits of the feather fall spell 
  and can move your full land speed through 
  air while falling.
   
  ▶ You can traverse and stand on vertical 
  surfaces as though they were horizontal.
  The duration of these effects end if you fall prone 
  or if your speed is reduced to 0.
  Faster than Space Itself
  When you reach 17th level, you can run almost 
  anywhere in the cosmos. When you expend all 
  your movement from your Speed Boost pool in a 
  single turn, you may cast either teleport or plane 
  shift (self only) as a bonus action.
  
  Speaking with Fists | EN World EN5IDER
  Speaking with Fists | EN World EN5IDER
  New Weapons
  Simple Melee Weapons
  Weapon
  Cost
  Damage
  Weight
  Properties
  Brass knuckles (pair)
  1 gp
  1d4 bludgeoning
  1 lb.
  Light, unarmed, special
  Fist wraps
  5 cp
  2 bludgeoning
  —
  Light, unarmed, special
  Explosive Strength
  3rd-level transmutation
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a droplet of sweat)
  Duration: Instantaneous
   With a roar, your display of sheer strength 
  blows away nearby creatures. Creatures 
  other than you within a 20-foot-radius sphere 
  emanating from yourself must make a Strength 
  saving throw. On a failed saving throw, a creature 
  takes 8d6 force damage, and is pushed 20 feet and 
  knocked prone. On a success, a creature takes half 
  as much damage, is pushed only 10 feet, and is 
  not knocked prone.
   At Higher Levels. When you cast this spell 
  using a spell slot of 4th-level or higher, the 
  damage increases by 1d6 for each slot level above 
  3rd.
  Herculean Force
  3rd-level transmutation
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a droplet of sweat)
  Duration: Concentration, up to 1 minute
   Your body surges with superhuman might. For 
  the duration of this spell, you count as Large-
  sized when determining how much weight 
  you can carry. You can also lift, push, and drag 
  Medium-sized objects, regardless of weight, and 
  throw them up to 5 feet.
   At Higher Levels. If you cast this spell using a 
  spell slot of 5th level or higher, increase both size 
  categories mentioned by one, and the throwing 
  distance by 5 feet, for each two slot levels above 
  5th. e
  New Weapon Properties
  Unarmed: If you are proficient with this weapon, 
  you are proficient with unarmed strikes made 
  with them. When making an unarmed strike, 
  you deal this weapon’s damage instead of your 
  unarmed strike damage.
  Special
   Brass Knuckles: You can use unarmed strikes 
  made with this weapon to Sneak Attack.
   Fist Wrap: This item does not hinder the hands’ 
  movement, and they can be equipped without 
  occupying the hand slot.
  New Fighting Style
  Fisticuffs
  You gain proficiency in unarmed strikes, and your 
  attacks with them deal +2 damage.
  New Spells
  The following spells were originally published 
  in Arcane Warrior Spells* and are reprinted 
  with permission. These spells are available to 
  barbarians who follow the Path of the Lodestar. At 
  the GM’s discretion, these spells are also available 
  to paladins, rangers, and fighters of the Eldritch 
  Knight archetype.
  *  Josh Gentry, Arcane Warrior Spells, DriveThru RPG, http://www.
  drivethrurpg.com/product/171090/Arcane-Warrior-Spells-5e
  
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