You've also wisely eschewed any magical or mundane means of cooling the air in your home, building your mental discipline. Now, you are finally strong enough to accomplish your goals... through punching.

For over a year and a half, you've trained, enduring grueling conditions until you finally reached the peak of physical fitness. You've religiously followed the following daily regimen:

Punch

As long as you are not equipped with any weapons or shields, you can punch with your fist. You may make one unarmed strike on your turn when you take the Attack action. The damage of your punch starts at 1d8 at level 1, and increases with each level, according to the puncher table. You add your STR modifier to your punch attack and damage rolls, and add your proficiency bonus to the attack roll.

Unarmored Defense

As long as you are not wearing any armor, your AC is equal to 7 + STR modifier + DEX modifier + CON modifier.

Peak Fitness

Because of your training, your physical potential exceeds that of normal people. Your maximum ability scores for Strength and Constitution are 22, instead of 20.

Strong Punches

Beginning at level 3, whenever you hit with a punch, you may reroll any 1s in your damage roll.

Stunning Punch

Beginning at 5th level, whenever one of your punches deals at least half of the target’s remaining health, you may force it to make a CON saving throw. On a failed save, it is stunned until the end of its next turn. The save DC is equal to 8 + your proficiency bonus + your STR modifier.

You can use this feature a number of times equal to your STR modifier. You regain each use of this feature every time you finish a short or long rest.

Expert Punches

Beginning at level 7, when you punch, add half of your proficiency bonus rounded down to your attack roll. This is in addition to the normal bonuses you add to your attack roll.

At 11th level, add your full proficiency bonus instead of half.

Flying Punch

Beginning at level 9, whenever one of your punches deals at least half of the target’s remaining health, you may force it to make a DEX saving throw. On a failed save, it is sent flying away from you. The distance it flies is a number of feet equal to the result of your damage roll. If this movement is interrupted by another creature or an object, this remaining distance in feet is converted into bludgeoning damage that is divided evenly between the two colliding objects.

You can use this feature a number of times equal to your STR modifier. You regain each use of this feature every time you finish a short or long rest.

Consecutive Regular Punches

Beginning at level 17, you may choose to make a Consecutive Regular Punches attack against a single enemy within reach. When you do, you make a number of punch attacks against it equal to your STR modifier. For each punch that hits, replace the damage roll with 4d6+STR bludgeoning damage.

You may use this feature once per long rest.

Fitness As you continue to progress through the rigorous training involved in being a puncher, you may start to notice physical changes. For one thing, many punchers lose their hair due to the physical and mental strain of such a taxing lifestyle. You will also notice an increase in musculature. Not a lot--certainly not as much as professional bodybuilders. Most of your strength goes into your punches, not your physique.

Punch 'em.