Fight Club

Despite the name, fight clubs are not formal fraternities or sororities but collections of pugilists who, by training or happenstance, share a similar style. In some D&D worlds, fight clubs can tell you a lot about where a person comes from, while in others there are represenatives of many fighting styles in all metropolitan areas.

Bancho

Most prominent in lands where the conformity and repression of urban life has supplanted a rich warrior tradition, Pugilists of the Bancho Fight Club are more than just the rowdy gang leaders and violent delinquents that so many associate with the term. A Bancho Pugilist is a leader whom is celebrated for their preservation of the national fighting spirit. Ideally, members of the Bancho Fight Club are leaders who cares deeply for their subordinates, and stand for lofty ideals of honor that are in stark contrast to the cruel nature of the streets they grew up in.

Violent Reputation

As a Bancho Pugilist, you may invoke the appearence and mannerisms of a terrifying delinquent, seemingly prone to bursts of violence. Alternatively, you may invoke the air of a natural leader, one that inspires self-reflection and confidence. Starting when you choose this Fight Club at 3rd level, you gain proficiency in Charisma (Intimidation) or Charisma (Persusasion) skill checks, if you have proficiency in your choice already, you may double you proficiency bonus to the chosen skill instead.

Additionally, when yout hit a creature with an attack, you may choose to spend a moxie point, if you do, one of two things happen: if you selected the Intimidation Benefit for this feature your reputation for cruelty infuses your mannerisms and they become frightened of you. If you selected the Persuasion benefit, your feelings reach them through your fists and they gain the charmed considition instead, and are not aware they were charmed by you. Regardless, this effect lasts until the end of your next turn.

Monstrous Determination

You don't give up for anyone, never faltering you continue to walk the path you've chosen. Starting at 6th level, when you make a Saving Throw against an effect that would deal damage against you and fail, you can choose to spend two moxie points to take half damage from the effect.

In addition, you gain advantage on saving throws against effects that would charm or frighten you.

Yamato Damashii

Starting at 11th level, the quality of your soul shines through your delinquent demeanor and inspires your allies. You may choose to spend 2 Moxie points as a bonus action and select either Attack Rolls or Saving Throws for the effect. If you do so, until the end of your next turn all allies that can see or hear you gain advantage in the corresponding circumstance.


King's Fist

Every hit you land renews your confidence. Starting at 17th level, once when you succesfully land an attack while under the effects of the Haymaker Pugilist feature, you can choose to regain moxie points equal to your charisma modifier. You regain the ability to use this feature when you complete a short or long rest.

The Pugilist

This Fight Club is a is a new option designed for use with the Sterling Vermin Adventuring Co.'s Pugilist Class. For more information on the Pugilist Class and other great homebrew material, check them out at https://sterlingvermin.com/ Credit for the Artwork goes to my dear friend, and amazing character artist, Storm, check out her work at http://nubblebubble123.deviantart.com/ she even does commissions!

Bancho Fight Club | Created by TMS Homebrew, Big thanks to Natural Crit for the amazing tool, and the community at r/unearthedarcana for the camradarie and critique. Especially Big Thanks to U/Coolgamertagbro for the Pugilist Class this was designed for.