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cat warrior

THE PUGILIST

The Pugilist

Arrows rain down around her as she runs towards the hobgoblins. Desperate to close the distance, the half-orc fights through the sting of a dozen cuts to reach her foes. The pain only makes her stronger. As she descends on the snarling pack she swings wildly, knocking several hobgoblins off their feet and sending the rest scattering before her.

The human braces himself for the impact as the orc rushes him. Then the monster makes a mistake, telegraphing its next move, and that’s all the opening the human needs. He ducks beneath the orc’s wide swing then raises both hands high above his head and brings them down on the orc’s back, forcing the brute to the ground.

The dwarf smiles broadly and chuckles as the petty noble raises his hand to strike him for the impudent remark. Quick as a flash, the dwarf shatters the bottle in his hand against the bar and brandishes it before the noble. The young dandy flinches, stumbles backward, and runs away as the dwarf turns back to the bar to order another round.

Wherever they come from, pugilists live a rough and tumble life that leaves them full of determination and recklessness, either from overconfidence or desperation. In a fight, they can channel this strength of character to dig deep and fight off foes with greater strength of numbers, arms, or armor than anyone else would think possible.

Swagger for Days

Pugilists unconsciously tap into their own inner strength in the form of moxie. This is not an esoteric or mystical energy that flows through the multiverse, but the result of determination forged over a lifetime of hardship with a never-say-die attitude. You can teach someone how to fight but you could never teach someone how to be a pugilist. The secret of mastering moxie doesn’t come from disciplined study or rigorous training, it comes from years of wanting and needing.

Life on the Steet

Every city in the worlds of D&D has its back alleys, its underground fighting rackets, its ghettos. The pugilists who live in these places don’t have time to consider the lofty ideals of philosophy or ponder the mysteries of the universe. The pugilists, growing up on the wrong side of the tracks, spend all their time chasing down their next meal or, if they’re fortunate enough to have that, their next drink, bedfellow, or flophouse.

For pugilists, becoming an adventurer might be the only way out of whatever miserable situation they’ve been stuck in since infancy. For others, getting lost out in the world is an escape from the tangled web of debt or enemies they’ve piled up. Other pugilists fight because it’s the only thing they know how to do. Whatever the reason for their adventuring, pugilists are as excited by the prospect of throwing punches as they are spending every last gold coin they earn.

 

 

THE PUGILIST

Hardship

No one becomes as tough as a pugilist without enduring hardship and persevering. For a pugilist, suffering is a catalyst that reveals their unbreakable spirit and strength. These hardships also influence a pugilist in other ways. If you were raised on the street, you might have a special interest in looking after the poor and destitute. If you were jailed for a crime you didn’t commit, your relationship with the town guard might be more antagonistic than the average adventurer. Like so many other pugilists, your will was forged in the fires of adversity. What did you learn about yourself when you came out the other side? How does that experience continue to influence you today?

Hardship
d6 Hardship
1 A plague took your family when you were a child, leaving you to spend the rest of your youth in an orphanage.
2 You were harassed by the town guard then framed for a crime you did not commit.
3 You lost everything when a trusted friend betrayed you.
4 Your parents sold you to the thieves guild for less than a gold piece.
5 You drank your life away until you hit rock bottom and sobered up.
6 You refused to throw a match at a gang boss’s insistence and your family ended up paying the price.

Favorite Dive

Every hard-fighting hero needs a refuge where they can relax and rejuvenate. For pugilists, these sanctuaries tend to be disreputable. You might head to your favorite dive to indulge in your vice of choice or fraternize with the common folk. Some pugilists find the only way they can truly unwind is by getting bloodied in a fight. Others have a quiet side that few outside their closest companions ever see. How long has your favorite dive been your go-to spot? Do you have any friends or rivals that frequent the same place?

Dive
d6 Dive
1 A seedy tavern where brawls break out on a nightly basis.
2 An underground fight venue where people come to bet coin on the outcome.
3 A barbershop where they’re always eager to hear tales of your latest exploits.
4 A high stakes gambling den with games of skill and chance.
5 The orphanage you grew up in that was closed and abandoned some years ago.
6 A quiet library.

Rumor

Pugilists are frequent subjects of rumors and speculation. The combination of their resilience, might, and panache make them popular topics over a pint at the local tavern. Add to this most pugilists come from humble beginnings and it’s easy to see why the public comes up with such colorful stories about them. Whether or not it’s true, you have a particular rumor that follows you wherever you go. How do you feel about your reputation? Do you indulge rumormongers, or does the speculation about your background annoy you?

Rumor
d6 Rumor
1 You got your prodigious strength from suckling milk at the teet of a gintess.
2 You won a drinking competition against a dwarf…and then three more before the night was through.
3 The town guards hate you as much as their spouses love you.
4 You are an enforcer for one of the most powerful figures in the criminal underworld.
5 You wrestled an owlbear to the ground with such ease you fell asleep during the tussle.
6 Your daddy was an earth elemental, which is why your bones are made of iron.

Creating a Pugilist

As you build your pugilist, consider how you came to be a bare knuckle brawler. Did you learn to fight to defend yourself? Was scraping the natural result of your nose for trouble? Or did you learn to fight as a way of intimidating and controlling others? Were you fighting for the entertainment, or did you fight because you had to? Did you try to become a more traditional martial artist but just couldn’t hack it? Pugilists are a rowdy bunch that like to brag about how they learned to fight, so you better have a good story to tell. What events in your life gave you the sheer determination and will that pugilists call on? Did you spend every day hustling on the street to make ends meet? Were you forgotten and ignored by your family? Were you an outsider in your community who had to constantly struggle against the ignorant stereotypes the people there had of you? The most important element of the pugilist is that they are driven. Once you have decided what events made you into the pugilist you are today, decide how that may shape the actions you take in the future.

Quick Build

You can make a pugilist quickly by following these suggestions. First, make Strength your highest ability score, followed by Constitution. Second, choose the criminal or urchin background.

 

 

THE PUGILIST

The Pugilist
Level Proficiency Bonus Features Fisticuffs Moxie Points
1st +2 Fisticuffs, Iron Chin 1d6
2nd +2 Moxie, Quick Breather, Street Smart 1d6 3
3rd +2 Bloodied but Unbowed, Fight Club 1d6 4
4th +2 Ability Score Improvement, Dig Deep 1d6 4
5th +3 Extra Attack, Fight Club feature, Haymaker 1d8 5
6th +3 Ability Score Improvement, Moxie-Fueled Fists 1d8 5
7th +3 Fancy Footwork, Shake It Off 1d8 6
8th +3 Ability Score Improvement 1d8 6
9th +4 Down but Not Out 1d8 7
10th +4 School of Hard Knocks 1d8 7
11th +4 Fight Club feature 1d10 8
12th +4 Ability Score Improvement 1d10 8
13th +5 Rable Rouser 1d10 9
14th +5 Unbreakable 1d10 9
15th +5 Herculean 1d10 10
16th +5 Ability Score Improvement 1d10 10
17th +6 Fight Club feature 1d12 11
18th +6 Fighting Spirit 1d12 11
19th +6 Ability Score Improvement 1d12 12
20th +6 Peak Physical Condition 1d12 12
Multiclassing the Pugilist

If your group uses the optional rule on multiclassing in the Player’s Handbook, here’s what you need to know if you choose pugilist as one of your classes.

Ability Score Minimum As a multiclass character, you must have Strength and Constitution scores of at least 13 to take a level in this class, or to take a level in another class if you are already a pugilist.

Proficiencies Granted If pugilist isn’t your initial class, here are the proficiencies you gain when you take your first level as a pugilist: light armor, improvised weapons.

brass_knuckles

Class Features

As a Pugilist, you gain the following class features

Hitpoints


  • Hit Dice: 1d10 per Pugilist level
  • Hit Points at 1st Level: 10 + your Constitution Modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution Modifier per level after 1st

Proficiencies

  • Armour: Light
  • Weapons: Simple weapons, improvised weapons, whip, hand crossbow
  • Tools: Your choice of one artisan’s tools, gaming set, or thieves’ tools
  • Saving Throws: Strength and Constitution
  • Skills: Choose three from Athletics, Acrobatics, Intimidation, Stealth, Medicine, Perception and Performance.

Equipment

You start with the following equipment, in addition to the equipment granted by your background

  • (a) a dagger or (b) another simple melee weapon
  • (a) studded leather armour or (b) scale mail armour
  • (a) a shield or (b) a dagger
  • (a) explorer’s pack or (b) entertainer’s pack

Fisticuffs

At 1st level, your years of fighting in back alleys and taverns have given you mastery over combat styles that use unarmed strikes and pugilist weapons, which are simple melee weapons without the two-handed property, whips, and improvised weapons. You can’t use the finesse property of a weapon while using it as a pugilist weapon. Improvised weapons gain the thrown property. You gain the following benefits while you are unarmed or using only pugilist weapons and you are wearing light or no armor and not using a shield:

  • You can roll a d6 in place of the normal damage of your unarmed strike or pugilist weapon. This die changes as you gain pugilist levels, as shown in the Fisticuffs column on the Pugilist table.

  • When you use the Attack action on your turn and make only unarmed strikes, attacks with pugilist weapons, shoves, or grapples, you can use a bonus action to make one grapple or unarmed strike.

  • When you use the Attack action on your turn and you miss, you may use your reaction to make one additional attack.

Iron Chin

Beginning at 1st level, while you are wearing light or no armor and not wielding a shield, your AC equals 13 + your Constitution modifier ability.

 

 

THE PUGILIST

Moxie

Starting at 2nd level, your experience laying the beatdown on others has given you a moxie you can channel in the midst of battle. This swagger is represented by a number of moxie points. Your pugilist level determines the maximum number of points you have, as shown in the Moxie Points column of the Pugilist table.

You can spend these points to fuel various moxie features. You start knowing four such features: Brace Up, The Old One-Two, Stick and Move, and Quick Footwork. You learn more moxie features as you gain levels in this class. You regain all expended moxie points when you finish a short or long rest.

Brace Up

You can use a bonus action and spend 1 moxie point to brace for attacks. You gain a number of temporary hit points equal to a roll of your fisticuffs die + your pugilist level + your Constitution modifier. You lose any remaining temporary hit points gained in this way after 1 minute.

The Old One-Two

Immediately after you take the Attack action on your turn, you can spend 1 moxie point to make two unarmed strikes as a bonus action.

Stick and Move

When an enemy moves out of your range, you can use a reaction and spend 1 moxie point to move up to your speed toward that enemy after they have finished moving. You can make a single attack as part of the same reaction.

Quick Footwork

You can use a bonus action and spend 1 moxie point to take the Dash or Disengage action.

Quick Breather

Beginning at 2nd level, you can gain the benefits of a short rest in 10 minutes. You can use this feature a number of times equal to your Constitution modifier (minimum of 1) and you regain any expended uses at the end of a long rest.

Whenever you complete a short rest, you regain 1 expended hit die.

Street Smart

Finally at 2nd level, carousing, shadowboxing, and sparring all count as light activity for the purposes of resting for you. Additionally, once you have caroused in a settlement for 8 hours or more, you know all public locations in the city as if you were born and raised there and you cannot be lost by nonmagical means while within the city.

Bloodied But Unbowed

Starting at 3rd level, when you take damage that reduces you to half your maximum hit points or less, you can gain temporary hit points equal to three times your pugilist level and regain all your expended moxie points (no action required). Once you use this feature, you can’t use it again until you finish a short or long rest.

Fight Club

Starting at 3rd level, you choose a fight club that best exemplifies your style: Arena Royale, Back-Alley Medic, Bloodhound Bruisers, Dog & Hound, Hand of Dread, King of Beasts, Lycan Prowler, Mailed Fist, Piss & Vinegar, the Squared Circle, Street Saint, the Sweet Science, Whiskey Fist, all detailed at the end of the class description. Your fight club grants you features at 3rd level and again at 5th, 11th, and 17th level.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Dig Deep

Starting at 4th level, you discover a strength inside you that can’t be broken. As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage for one minute. At the end of that minute, you must make a Constitution saving throw with a DC equal to 14 minus your proficiency bonus. On a failure, you suffer one level of exhaustion.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Haymaker

Starting at 5th level, when you make an attack, you can declare you are swinging a wild haymaker. When you do, you have a -2 penalty on the attack roll and, if you hit with a pugilist weapon or unarmed strike, you deal the maximum result of your weapon’s damage die instead of rolling.

Moxie-Fueled Fists

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Fancy Footwork

At 7th level, you gain proficiency in Dexterity saving throws.

Shake It Off

Starting at 7th level, you can use your action or bonus action to end all effects on yourself that are causing you to be blinded, charmed, frightened, or poisoned.

Down But Not Out

Starting at 9th level, when you use your Bloodied But Unbowed feature, you can choose to also use this feature. If you do, you add your proficiency bonus to the damage of your unarmed strikes and pugilist weapons for the next minute.

Once you use this feature, you can’t use it again until you finish a short or long rest.

 

 

THE PUGILIST

School of Hard Knocks

By 10th level, you’ve graduated top of the class at the school of hard knocks and you took most of them on the head. You have resistance to psychic damage and have advantage on saving throws against effects that would make you charmed, stunned or unconscious.

Rabble Rouser

Starting at 13th level, word of your exploits travels quickly in cities and other settlements. Once you have taken a long rest in a settlement during which time you spend at least two hours carousing, you gain advantage on all Charisma (Persuasion) and Charisma (Intimidation) rolls made against the people who live there.

Unbreakable

Starting at 14th level, you gain advantage on Strength, Dexterity, and Constitution saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 moxie point to reroll it and take the second result.

Herculean

Starting at 15th level, your carrying capacity is doubled, and when you deal damage with a melee weapon or unarmed strike to an object, that damage is doubled. Your standing jump distance is the same as your running start jump distance.

Fighting Spirit

Starting at 18th level, when you are reduced to 0 hit points, you can channel your fighting spirit. When you do, you regain half of your maximum hit points, half of your maximum moxie points (rounded up), and do not suffer the effects of any levels of exhaustion you have for the next 10 minutes.

Once you use this feature, you can’t use it again until you finish a long rest.

Peak Physical Condition

At 20th level, your Strength and Constitution ability scores increase by 2, to a maximum of 22. Additionally, when you take a long rest, you recover 2 levels of exhaustion instead of 1 and you regain all your expended Hit Dice instead of only half.

luchadore

Fight Clubs

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 repre-sentatives of many fighting styles in all metropolitan areas.

Arena Royale

Pugilists in the Arena Royale fight club travel the world earning their keep as equal parts performer and gladiator. Whether performing in staged physical competitions, or fighting it out in unscripted brawls, pugilists in the Arena Royale care as much about the theatrics of a fight as they do its outcome. Pugilists in this fight club also care deeply about their reputation and work to build up local and regional legends about their performing personas.

Bonus Proficiency

When you choose this fight club at 3rd level, you gain proficiency in the Performance skill, if you don’t have it already. If you do, you gain proficiency in your choice of the Intimidation or Persuasion skill. You gain a bonus equal to your fisticuff die for any ability check you make that uses these proficiencies.

Persona Libre

Also at 3rd level, you create an alternate persona that you can adopt or discard as a bonus action on your turn or when you roll for initiative. When you create an alternate persona, you should give the persona a striking name as well as some physical signifier (such as a mask, colorful cape, or another prominent idiosyncratic feature). Unless you tell a creature, or the creature sees you adopt your persona, they do not know you and the adopted persona are the same person.

Additionally, you have a pool of persona points equal to 3 + your Charisma modifier (minimum 3 points). When you use an ability that costs moxie points, you can spend persona points instead. In addition, before you make a Charisma ability check, you can spend a persona point to add your fisticuff die to the result. You can only use persona points while you have adopted your persona. You regain all expended persona points when you finish a long rest.

In addition, if you are reduced to zero hit points you gain 1d4 moxie to expend when you next become conscious.

Work the Crowd

Starting at 5th level, while you have adopted your alternate persona, you can use your action to inspire your choice of fear or adoration in those nearby. When you do, creatures of your choice within 30 feet who can see you must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be charmed if you chose adoration, or frightened if you chose fear. This effect lasts for one minute.

Each time a creature takes damage from you or one of your allies, it can repeat the saving throw, ending the effect on a success.

Once you use this feature, you can’t use it again until you finish a short or long rest.

 

 

THE PUGILIST

High Flyer

Starting at 11th level, your base walking speed increases by 10 feet, your jump distances are doubled, and you can use a bonus action on each of your turns to take the Dash action.

Signature Move

Starting at 17th level, you create a signature move that you can use while you have adopted your alternate persona. Give your signature move a name and a description. You can replace one of your attacks on your turn with this signature move.

When you use your signature move, you can jump in any direction up to your twice your speed and make an attack roll with advantage against a creature within your reach. On a hit, the attack scores a critical hit and the creature is stunned until the end of your next turn.

If you hit with your signature move, you must finish a short or long rest before you can use it again. If you miss with your signature move, you regain the use of it after 1 minute.

medic

Back-Alley Medic

Pugilists of the Back-Alley Medic fight club are as well versed in treating wounds as they are at inflicting them. Even in brutal, no rules underground fight clubs someone has to keep the regulars healthy, whether you be an unlicensed doctor who practiced questionably legal procedures, or a criminal who used a pharmacy as a cover and ended up actually learning a thing or two. Sometimes a Back-alley medic can be the only thing between their allies and the cold grip of death.

Bonus Proficiencies

When you choose this fight club at 3rd level, you gain proficiency with the Medicine skill and herbalism kit if you don’t have it already. Whenever you make a Wisdom (Medicine) check or check using your herbalism kit, you gain a bonus to your roll equal to your fisticuff die.

Applied Practices

Also at 3rd level, whenever you stabilize a creature you gain 1 moxie point. You also gain the following additional moxie features:

First Aid. As long as you have your herbalism kit, you can use a bonus action and 1 moxie point to quickly patch up a willing creature that you can touch. That creature regains hit points equal a roll of your fisticuff die + your pugilist level.

A creature can benefit from this first aid a number of times up to its Constitution modifier (minimum of 1), after which it provides no benefit to that creature until it finishes a long rest.

Emergency Response. When an ally you can see or hear is reduced to 0 hit points or falls unconscious, you can use your reaction and 1 moxie point to move up to your speed without provoking opportunity attacks. You must end this move closer to your ally than you started.

Practice makes Perfect

Starting at 5th level, when you use your first aid moxie instead of rolling you can choose to use the maximum result. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain any expended uses at the end of a short or long reset.

Advanced First Aid

Also at 5th level, you can use first hand medical training to end a debilitating condition. When you use your first aid moxie feature you can apply one of the following benefits:


  • End a disease or condition afflicting it. The condition can be blinded, charmed, deafened, frightened, incapacitated, paralyzed, poisoned, stunned, petrified or unconscious.
  • End a reduction to one of the target’s ability scores.
  • End an effect reducing the target’s hit point maximum.
  • Reduce the creature’s exhaustion level by one.

Traveling Clinic

At 11th level, over the course of a short rest you can tend more effectively to your companions injuries. Creatures of your choice regain a number of hit points equal to your Wisdom modifier plus your pugilist level. Chosen creatures also gain one benefit from your advanced first aid feature and regain a number of hit dice equal to your proficiency bonus.

 

 

THE PUGILIST

A Little Something Extra

At 17th level, when you use your first aid moxie feature or traveling clinic feature you can choose to send the targeted creatures into a state of drug induced euphoria. When you do so the targeted creatures gain temporary hit points equal to three rolls of your fisticuff die + your pugilist level. While a target has temporary hit points granted by this feature, they are immune to the charmed and frightened conditions and their speed increases by 15 feet.

Bloodhound Bruisers

Pugilists in the Bloodhound Bruisers fight club are notorious for looking for trouble and finding it every time. Members of this fight club are highly observant of character traits and physical evidence, and can form an almost supernatural connection to the cities they live in. Most use these abilities to become urban defenders of the downtrodden, but others lend their talents to less savory organizations.

Detective Work

When you choose this fight club at 3rd level, you gain proficiency with two of the following skills of your choice: Insight, Investigation, or Perception. You gain a bonus equal to your fisticuff die for any ability check you make that uses those proficiencies.

Additionally, when you make an Intelligence (Investigation), Wisdom (Insight), or Wisdom (Perception) check, you can spend 1 moxie point to gain advantage on the check.

Ever Vigiliant

Also starting at 3rd level, you have advantage on initiative rolls. During the first round of combat, you have advantage on attack rolls against creatures who haven’t acted yet.

Scrap Like a Sleuth

Starting at 5th level, you can expend 2 moxie points (no action required) to hone in on the idiosyncrasies and bad habits of an enemy you can see within 30 feet. When you do, you have advantage on weapon attacks against the creature and you add half your proficiency bonus (round up) to your AC against attacks made by that creature. These effects continue for 1 minute or until you use this feature again.

Heart of the City

Starting at 11th level, when you take a long rest in a settlement, you can choose to become familiar with the settlement. When you use this feature again, you replace your previous familiar settlement with the current one. You gain the following benefits while in a familiar settlement:

  • You cannot be surprised and you add your proficiency bonus to your initiative.

  • You have darkvision to a range of 120 feet.

  • Insight, Investigation, or Perception skills that adds your proficiency bonus, add twice your proficiency bonus instead.

  • You cannot be lost by any means.

  • When you are not in combat, you can travel between any two points in the settlement twice as fast as your speed would normally allow.

Eyes Wide Open

Starting at 17th level, you can spend 1 moxie point (no action required) to open your senses to your surroundings for 1 minute. During this time, you have advantage on saving throws against being blinded or deafened and have truesight out to a distance of 30 feet.

luchadore

 

 

THE PUGILIST

Dog & Hound

You’ve never had a friend you could rely on that walked on two legs. Lucky for you, you’ve got the best four-legged friend a body could ask for. Pugilists in the Dog & Hound fight club are as faithful to their canine companions as their canine companions are to them.

Brawler’s Best Friend

Starting when you choose this fight club at 3rd level, you gain a hound that accompanies you on your adventures and fights alongside you. It is friendly to you and your companions, and it obeys your commands. See its game statistics in the Hound stat block, which uses your proficiency bonus (PB) in several places. You determine what breed of dog, or similar canine creature, your hound is; your choice has no effect on its game statistics. Whenever you gain an ability score increase, Your hound can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your hound can’t increase an ability score above 20 using this feature.

Your hound shares your initiative, and acts on your turn. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the hound can take any action of its choice, not just Dodge.

If you spend a minute giving your hound attention and treats, it regains 2d10 hit points. If your hound has died within the last hour, you can revive it by coaxing it back from the threshold of the beyond with praise and pets. You can use an action to touch the hound and expend a number of its Hit Dice equal to half your pugilist level to revive it, provided you are within 5 feet of it. The hound returns to life after 1 minute with all its hit points restored. If your hound dies or is otherwise unavailable to you, you can forge a bond with a dog over 8 hours to become your new hound, ending your connection to your previous one.

Mutt With Moxie

Starting at 3rd level, when you use certain moxie features, your hound gains a benefit as well.

Brace Up. When you gain temporary hit points as a result of using your Brace Up moxie feature, your hound gains the same number of temporary hit points.

The Old One-Two. When you use your The Old One-Two moxie feature, your hound can make one or both attacks instead of you.

Stick and Move. When you use your Stick and Move moxie feature, your hound can make the move and make the attack instead of you.

Quick Footwork When you use your Quick Footwork moxie feature, your hound’s speed is doubled.

Hound

Medium beast


Armor Class 11 + Con modifier + PB

Hit Points (6 + Con modifier) x your pugilist level (the hound has a number of Hit Dice [d10s] equal to your pugilist level))

Speed 40ft.


STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 3 (-4) 12 (+1) 13 (+1)

Saving Throws Str +3 plus PB, Dex +2 plus PB, Con +3 plus PB

Skills Athletics +3 plus PB, Perception +1 plus PB, Survival +1 plus PB

Condition Immunities charmed, frightened

Senses darkvision 60 ft., passive Perception 16 + PB

Languages understands the languages you speak

Challenge - Proficiency Bonus PB equals your bonus


Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics The hound has advantage on attack rolls against a creature if you are within 5 feet of the creature and you aren’t incapacitated.

Arcanine Bite. Once you reach 6th level in this class, the hound’s attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Actions

Bite Melee Weapon Attack: Str modifier + PB to hit, reach 5 ft., one target. Hit: Fisticuff Die + Str modifier + PB piercing damage. If the target is a creature, it must succeed on a Strength saving throw with a DC equal to 8 + Str modifier + PB or be grappled by the hound or knocked prone (your choice).

hound

 

 

THE PUGILIST

Coordinated Attack

Starting at 5th level, you and your canine companion form a more potent fighting team. When you use the Attack action on your turn, if your hound can see you, it can use its reaction to make a bite attack.

Additionally, you can command your hound to attack wildly as if making a haymaker.

Hound’s Best Friend

Starting at 11th level, when a creature deals damage to your hound, you can use your reaction to move up to your speed towards your hound and make an opportunity attack against that creature if you are within range.

Off the Chain

Beginning at 17th level, your hound’s spirit is as unbreakable as yours. When your hound takes damage that reduces its current hit points to half its maximum hit points or less, you can to let your hound off the chain (no action required). When you do so, it immediately gains temporary hit points equal to four times your pugilist level and, for the next hour, its speed increases by 15 feet and it can take the bite or Dodge action (your choice) each turn you don’t command it. Once you use this feature, you can’t use it again until you finish a short or long rest.

Hand of Dread

In your darkest hour, you pleaded for the strength to take what you wanted from the world and a dread power took notice. At first, you may have relished the cathartic rush that came with channeling your dread power to claim what you felt you deserved. This pact, however, came with strings attached. In times of distress you hear the entity whispering in the back of your mind, encouraging you to indulge your most base impulses.

wtf

Black Magic

When you choose this fight club at 3rd level, you learn the eldritch blast and prestidigitation cantrips. Constitution is your spellcasting ability for these spells, since you channel the magic of dread powers through your body when you cast them.

In addition, you learn to speak, read, and write one of the following languages of your choice: Abyssal, Infernal, or Sylvan. At the DM’s discretion, you may choose another language more appropriate to your dread power.

Dread Hand

Also starting at 3rd level, you can use a bonus action on your turn to manifest the evidence of your foul pledge. When you do, one of your limbs (often an arm) transmogrifies into a monstrous appearance reminiscent of your dread power for 1 minute, granting you the following benefits:

  • When you roll a 1 on a damage die for an unarmed strike, you can reroll the die and must use the new roll, even if the new roll is a 1.
  • The first time you miss with an unarmed strike each turn, you can make an additional unarmed strike as part of the same action.
  • Immediately after you take the Attack action on your turn, you can spend 2 moxie points to make three unarmed strikes as a bonus action.

You must finish a short or long rest before you can use this feature again.

Dread powers

A dread power can be any powerful malevolent entity capable of bestowing a portion of its power onto a mortal. Archdemons, fey royalty, ancient liches, and unfathomable intelligences from beyond space and time are all possibilities.

Deal With The Devil

Starting at 5th level, you gain two eldritch invocations of your choice from among those available to the Warlock class. For every two levels you have in this class, you count as having one Warlock level for the purpose of meeting an eldritch invocation’s prerequisites.

Constitution is your spellcasting ability for any spells you gain as a result of one of these eldritch invocations, and any eldritch invocation gained this way that references your Charisma modifier uses your Strength modifier instead.

When you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you meet the prerequisites for.

You gain two additional eldritch invocations at 11th and 17th level.

Grotesque Growth

Starting at 11th Level, when you use your Dread Hand feature, you can choose to grow into a towering misshapen form for one minute. When you do, your size increases by one category — from Medium to Large, for example. If there isn’t enough room for you to grow to that size, you grow to

 

 

THE PUGILIST

the maximum possible size the space will allow. While enlarged in this way, you gain a bonus to Strength checks and Strength saving throws equal to your fisticuff die, your reach becomes 10 feet, and your melee weapon attacks deal 1d4 extra damage. When the minute is over, you suffer one level of exhaustion.

Fountain of Viscera

Starting at 17th level, you can use an action and expend 5 moxie points to attempt to execute a creature of your choice within reach by magically burrowing your hand into its body and extracting its innards. The creature must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier). On a failure, the creature takes 5d12 + your Strength modifier piercing damage or half as much on a success.

If this damage reduces your target’s hit points to equal to or less than your Pugilist level, it immediately dies as you rip a hole through it, creating a stomach-turning fountain of viscera. When this happens, each creature within 30 feet of you who can see you must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be frightened of you for 1 minute. A creature who fails the saving throw can use its action make a Wisdom saving throw again ending the frightened condition early on a success.

Once you use this feature, you must finish a short or long rest before you can use it again.

King of Beasts

Most pugilists start their path in teeming cities but not all of them stay there. Pugilists in the King of Beasts fight club make their home in the wilderness and discover they are more similar to the streets of major cities than they might have guessed—might makes right in either case. This time living among the beasts of the world changes a pugilist, allowing them to tap into a virile resilience and even learn to take on the many shapes of fauna they’ve encountered. These pugilists often ally with druids to defend the natural world against those who would abuse it.

Bestial Vigor

When you choose this fight club at 3rd level, your hit point maximum increases by 6. Whenever you gain an additional level in this class, your hit point maximum increases by 2.

Wild Shape

Also at 3rd level, you can use your action to magically assume the shape of a beast that you have seen before. Once you use this feature, you can’t use it again until you finish a short or long rest.

Your pugilist level determines the beasts you can transform into, as shown in the Beast Shapes table. At 3rd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed.

Wild Shape Table
Level Max CR Limitation Example
3rd 1/4 No flying or swimming speed Wolf
5th 1/2 No flying Crocodile
11th 1 Giant Eagle
17th 2 Polar Bear

You can stay in a beast shape for a number of hours equal to your pugilist level. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.

  • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.

  • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.

  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.

  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

 

 

THE PUGILIST

War Shape

At 5th level, you can use a bonus action and expend a use of your Wild Shape to take on a war shape for 1 hour. When you do, choose one beast you can transform into using your Wild Shape feature.

While you are in your war shape, you combine features of your normal appearance with those of the chosen beast and you gain the following benefits for the duration:

  • You gain any special senses and movement speeds the beast has. If the beast has any natural weapon attacks that deal piercing or slashing damage, you can choose to deal that damage type when you deal damage with an unarmed strike.

  • Your unarmed strikes deal an additional 1d4 damage. If the beast is any size category smaller than you, you can choose to reduce your size by one category (from Medium to Small, for example) until your war shape ends.

  • If the beast is any size category larger than you, you can choose to increase your size by one category (from Medium to Large, for example) until your war shape ends. You have advantage on Charisma (Intimidation) ability checks.

Cornered but Not Caught

At 11th level, when you use your Bloodied but Unbowed feature you can choose to also use this feature. If you do, you regain hit points equal to two times your Constitution modifier at the start of each of your turns for the next minute.

During this time, when you drop to 0 hit points, rather than falling unconscious, you make a Constitution saving throw with a DC equal to the amount of damage over your current hit points taken. On a success, you drop to 1 hit point instead, and you remain conscious. On a failure you fall unconscious and this effect ends. You can use this feature again after you complete a short or long rest.

Lion warrior

Beast at Heart

Starting at 17th level, you can use your Wild Shape feature twice, regaining both uses when you finish a short or long rest.

When you use your Wild Shape feature, you can choose to expend both uses. When you do, you can choose a beast with a challenge rating up to 5.

When you use your War Shape feature, you can choose to expend both uses. When you do, you choose up to three beasts and gain the special senses and movement speeds of each beast (using the highest of each movement speed if multiple chosen beasts have the same kind of movement speed). Additionally, the additional damage dealt by your unarmed strikes increases to 1d6.

Lycan Prowler

Many have looked upon the fury of a pugilist and called them a raging beast. In most cases, this is a metaphor; for a select few, it is all too literal.

The curse of lycanthropy is old, and stories of its origin are innumerable. Some say it was originally a curse from a god, others say the result of a bad deal made with ancient fiends, still others the result of shamanistic powers gone awry. No matter the curse’s origin, those afflicted with lycanthropy make formidable warriors indeed, transforming into monsters of fang and claw.

Hybrid Form

When you choose this fight club at 3rd level, as an action, you may transform into a monstrous hybrid. While in your hybrid form, the following rules apply:


  • You are considered a shapeshifter.
  • You can’t cast spells or concentrate on spells.
  • Your stats remain the same as your humanoid stats.
  • Any armour you are wearing merges into your Hybrid Form or immediately drops to the ground. The GM may decide if they feel the armour is too large to merge.
  • You can use weapons and equipment as normal, unless otherwise specified.
  • You retain the benefit of any features you already have.
  • You gain darkvision out to a range of 60ft.
  • You gain a bite attack. This attack is considered an unarmed strike, can be used once per turn and deals two of your fisticuff die + your Strength modifier modifier as piercing damage.
  • You add your proficiency bonus to Iron Chin.
  • You gain a climbing speed equal to your walking speed.
  • You have advantage on Strength checks.
  • Your unarmed strikes can deal bludgeoning, piercing or slashing damage.

Your hybrid form lasts for a number of hours equal to your Constitution modifier (minimum of 1). You can revert to your normal form earlier as a bonus action. You immediately revert to your normal form if you fall unconscious, drop to 0 hit points, or die.

When your transformation ends, you must finish a short or long rest before you can do so again.

 

 

THE PUGILIST

Cursed Body

Finally at 3rd level, you adopt the improved abilities of a natural predator. Whenever you make a Wisdom (Perception) check that relies on your sense of hearing, sight, or smell you gain a bonus to your roll equal to your fisticuff die. When you trigger Bloodied but Unbowed, you can transform if you are able to do so.

In addition to your original race, you are also considered a beast for any prerequisite or effect that requires you to be a beast.

Finally, any damage taken from a silvered weapon instantly reduces any temporary hit points you have to zero before dealing damage and ignores any damage resistances you have.

Beast Form

At 5th level, you gain the ability to transform into the animal form representative of your Lycanthropy type, known as your Beast Form. You follow the same rules as the Hybrid Form feature and any feature that specifies the hybrid form, unless specified otherwise. You can only transform into the animal form representative of your Lycanthropy. While in your beast form the following rules apply :


  • You cannot speak.
  • You cannot take any actions requiring hands, except your Transformation capabilities.
  • You can only use unarmed or natural weapon attacks.

Other than being larger, you are indistinguishable from a regular animal of your beast form.

Unique Forms of Movement

Talk with your DM about flying, swimming or burrowing speeds your beast form might have. This feature is more of a ribbon and adding additional forms of movement will add power.

Skills of the Hunter

Also at 5th level, while you are in your hybrid or beast form, you gain the following moxie features:

Blood Hunt. When you damage a creature with a melee weapon attack, you can spend 1 moxie point to mark them. While transformed or until you mark another creature (whichever comes first), you have advantage on Wisdom (Survial) checks and Wisdom (Perception) checks to track them. When a marked target dies, you regain 2 moxie points.

Jaws of the Beast. When you bite a creature, you can spend 1 moxie point to attempt to grapple them in your jaws as part of the same action. Until this grapple ends you can’t bite another target.

Advanced Forms

At 11th level, your hybrid and beast forms gain the following additional benefits:

Feral Predator. You have advantage on attack rolls against creatures marked by blood hunt.

Lycan Regeneration. At the start of each of your turns, you regain hit points equal to 1 + your Constitution modifier (minimum of 1), so long as you have at least 1 hit point and less than half your hit points (rounded down).

 

 

THE PUGILIST

Fury of the Hunt

At 17th level you have mastered your inner predator. You can use your Hybrid Form and Beast Form features at will. Your Hybrid Form and Beast Form last indefinitely.

When you transform, you can let forth a bloodcurdling roar. Creatures of your choice that can hear you within 60 feet are marked by your blood hunt moxie feature. Finally, blood hunt gains the following benefits:

Bloodlust. Blood hunt no longer requires a moxie point and you can mark any number of creatures. You deal an additional 1d6 damage to marked creatures.

Terror. When you damage a creature marked by blood hunt, you can force them to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Strength or Constitution modifier) or be frightened of you until the end of your next turn. Creatures frightened of you have their speed reduced to 0. A frightened creature can use its action to make another save if it cannot see or hear you.

Lycanthropy

Lycanthropy has always been about the inner struggle between man and beast. While the idea of losing control and potentially hurting those around you might feed into the fantasy, in play, it feels bad when you accidentally kill your allies and friends and thus it was excluded. Here is an optional mechanic to play out such things:

Lust of the Hunt

When you are in your hybrid form, you must succeed at a DC 12 Wisdom saving throw at the beginning of each of your turns or lose control. If you are in the light of a full moon, you automatically fail this saving throw. If you fail this saving throw, you are subjected to the following until you succeed:


  • You cannot willingly revert to your normal form.
  • You must move toward the closest creature you can see, smell or hear, prioritising creatures missing hit points. If you end your movement and no creature is within 5 feet of you, then you must use any resources to dash toward one.
  • If there is a creature within 5 feet of you and you have not used your action, you must make as many melee attacks as you can against it, prioritising creatures missing the most hit points and using your blood hunt feature and the old one-two if you have the moxie points.

Additionally, if you are subjected to the light of a full moon you must succeed at a DC 20 Wisdom saving throw or automatically turn into your hybrid form and cannot transform back until dawn. If you succeed in this saving throw, you are immune to its effects for 24 hours.

Finally, you automatically succeed at all saving throws relating to the Lust of the Hunt while in your Beast form.

Mailed Fist

Most pugilists are armored as heavily as they are armed—which is to say, they’re not. But those of certain backgrounds, or from cultures with a heavy emphasis on metalworking such as dwarves, find they brawl better encased in armor. Pugilists in this fight club blend their metallurgical skills with their innate talent for fisticuffs, a combination that grants them scorching strikes and an ironclad resilience.

Bonus Proficiencies

When you choose this fight club at 3rd level, you gain proficiency with smith’s tools and medium and heavy armor. Additionally, wearing medium and heavy armor does not prevent you from gaining the benefits of your Fisticuffs feature.

Fist of Embers

Also at 3rd level, you can use a bonus action and spend 2 moxie points to ignite your fists for 1 minute. While your fists are ignited, you take 1d6 fire damage at the start of each of your turns and your unarmed strikes deal an additional 1d6 fire damage. You can choose to end this feature early with no action required by you.

Adamant Will

At 5th level, when a critical hit is made against you while you are wearing medium or heavy armor, you can use your reaction to gain resistance to the damage of the attack.

Heavy Fists

Also at 5th level, when you make a Haymaker, if you hit, you can add your Strength modifier twice when determining damage.

Forged in Fire

Starting at 11th level, you have resistance to fire damage.

In addition, when you take fire damage, you gain temporary hit points equal to the damage taken before resistances. You lose all temporary hit points gained from this feature at the end of your next turn.

Adamant Body

At 17th level, when you are reduced to 0 hit points but not killed outright, you can use your reaction to drop to 1 hit point instead. When you do, you gain temporary hit points equal to twice your pugilist level + your Constitution score and you regain all expended moxie points. You cannot use this feature again until you finish a short or long rest.

 

 

THE PUGILIST

Piss & Vinegar

Pugilists in the Piss & Vinegar fight club revel in their reputations as heels. Widely despised for their obscene curses and dirty tricks, these pugilists take pride in their ability to provoke and fight to win at all costs.

Bonus Proficiency

Starting when you choose this fight club at 3rd level, you gain proficiency with the Intimidation skill if you don’t have it already. Whenever you make a Charisma (Intimidation) check, you gain a bonus to your roll equal to your fisticuffs die.

Salty Salute

Also at 3rd level, you have mastered the art of the enraging insult. You can use a bonus action on your turn to provoke a creature within 60 feet who can see or hear you. That creature must make a Wisdom saving throw. On a failure, the creature takes your fisticuff’s damage die + your Charisma modifier in psychic damage and has disadvantage on any attack rolls it makes that do not include you as a target before the start of your next turn. For any of your Piss & Vinegar features that require your opponent to make a saving throw, the saving DC is calculated as follows:

Piss & Vinegar save DC = 8 + your proficiency bonus + your Charisma modifier

Dirty Tricks

Starting at 5th level, you have a few tricks up your sleeve to even the odds when the going gets rough. You can each of these dirty tricks once and regain their use when you finish a short or long rest.

Heelstomper. When you deal damage with an unarmed attack, you attempt to slow the creature you hit. The creature must make a Dexterity saving throw. On a failure, you gain 1 moxie point (up to your maximum) and its movement speed is halved for one minute.

Low Blow. When you deal damage with an unarmed attack you can choose to hit them below the belt. The creature must make a Strength saving throw. On a failure, you gain 1 moxie point (up to your maximum) and it is knocked prone.

Pocket Sand. You can use a bonus action to attempt to blind a creature within 5 feet. The creature must make a Constitution saving throw. On a failure, you gain 1 moxie point (up to your maximum) and it is blinded until the end of its next turn.

Throat Punch When you deal damage with an unarmed attack, you attempt to mute the creature you hit. The creature must make a Constitution saving throw. On a failure, you gain 1 moxie point (up to your maximum) and it cannot speak for one minute or until it is healed.

Mean Old Cuss

At 11th level, your threats and mean spirited tricks pack an extra punch. When you make a Charisma (Intimidation) ability check, you can use your reaction and spend 1 moxie to give yourself advantage on the roll. When a creature makes a saving throw against one of your Piss & Vinegar features, you can use your reaction and spend 1 moxie to give that roll disadvantage.

The Uncouth Art

Starting at 17th level, you gain the ability to offend every creature in the room with minimal effort. When you use your Salty Salute feature, you can choose to target a number of creatures within 60 feet who can see or hear you up to your level in this class instead of a single creature. You gain 1 moxie point (up to your maximum) the first time each creature targeted in this way hits you with an attack before the start of your next turn. You can use this feature again after you finish a short or long rest.

The Squared Circle

Pugilists who fight in the Squared Circle know you don’t have to knock an opponent senseless to get them to submit. Of course, members of the squared circle do beat their opponents senseless, they just know they don’t have to.

Groundwork

Starting when you choose this fight club at 3rd level, you gain the following additional moxie features.

Compression Lock. When a creature attempts to break a grapple with you and succeeds, you can use your reaction and spend 1 moxie point to force the creature to roll again. The creature must use the second result.

amputee_fighter

 

 

THE PUGILIST

Quick Pin. When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction and spend 1 moxie point to make a grapple attack instead of an opportunity attack.

To the Mat. You can use a bonus action and spend 1 moxie point to make a grapple attack against a creature within range. If successful, the creature is also knocked prone.

Muscle Mass

Also at 3rd level, you gain proficiency in Athletics if you don’t already have it. Whenever you make a Strength (Athletics) check, you gain a bonus equal to your fisticuff die.

Meat Shield

At 5th level, when you have an enemy creature grappled you gain half cover against all attacks made against you by a creature you are not grappling. When a weapon attack made by a creature you are not grappling misses you, you may use your reaction and spend 1 moxie point to have that creature make the same attack with a new roll against an enemy creature you are grappling.

Heavyweight

At 11th level, you count as one size larger than you are for the purposes of grappling. In addition, you can move your full movement speed when you are dragging or carrying a grappled creature your size or smaller.

Clean Finish

At 17th level, your mastery of grappling reaches its peak. While you have a creature grappled you gain advantage on all attacks against it. Additionally, when you make an unarmed strike or pugilist weapon attack against a creature you have grappled you score a critical hit on a roll of 19 or 20.

Street Saint

Pugilists rise above the adversity they face. Those known as Street Saints do so with the aid of their deep and abiding faith in the gods. These pugilists have had their convictions tested and come out the other side with their righteous resolve only strengthened. They fight to make the world a better place. They fight because they believe their god has called them to. They fight because wherever corruption is allowed to exist, justice cannot flourish.

Bonus Proficiency

When you choose this fight club at 3rd level, you gain proficiency in the Religion and your choice of either Deception or Persuasion. You gain a bonus equal to your fisticuff die for any ability check you make that uses those proficiencies.

Channel Divinity

Also at 3rd level, you can channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Channel Divinity: Fists of Faith and Channel Divinity: Grace of the Gods.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws.

Beginning at 11th level, you can use your Channel Divinity twice between rests. When you finish a short or long rest, you regain your expended uses.

Channel Divinity: Fists of Faith

You use a bonus action and offer up your hands to the will of the divine. For the next minute, your unarmed strikes score a critical hit on a result of 17 or 20.

Channel Divinity: Grace of the Gods

As a bonus action, you offer a prayer up to the gods and their divine protection surrounds you. You immediately use Brace Up without expending a moxie point. While you have any temporary hit points from this ability, you have resistance to all damage. You lose all temporary hit points granted by this ability after 1 minute.

Boxer

 

 

THE PUGILIST

Lay on Hands

Finally, at 3rd level, your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your pugilist level x 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

Hallowed Hands

At 5th level, when you deal damage to a creature with an unarmed strike you can expend a number of hit points from your Lay on Hands feature up to your level in this class to deal additional radiant damage equal to the hit points expended. This damage is doubled if the creature is a fiend or undead. Once you use this feature, you can’t use it again until the start of your next turn.

Ravaged but Resolute

At 11th level, when you use your Bloodied but Unbowed feature you can choose to also use this feature. If you do, the pool of hit points your Lay on Hands feature grants you is refilled to its maximum. You can use this feature again after you finish a short or a long rest.

Aura of Resilience

Starting at 17th level, as a bonus action on your turn you can lend your spiritual mettle to your allies. For the next minute, you and each creature of your choice within 30 feet gains resistance to all damage. Once you use this feature, you can’t use it again until you finish a short or long rest.

The Sweet Science

Pugilists who practice the Sweet Science hit hard, fast, and often. This style is sometimes used by fighters who battle for the entertainment of the upper classes, but is just as often practiced in the backalleys and the bars by those whose next breath depends on a knockout.

Bare Knuckle Boxer

Starting when you choose this fight club at 3rd level, your unarmed strikes score a critical hit on a roll of 19 or 20 on the d20.

Starting at 11th level, your unarmed strikes score a critical hit on a roll of 18 to 20 on the d20.

Cross Counter

Starting when you choose this fight club at 3rd level, you can block the brunt of an attack and launch one of your own in the same fluid motion. You can use your reaction and spend 1 moxie point to reduce

the damage of a melee weapon attack made against you by your fisticuff die + your Strength modifier + your pugilist level. If you reduce the damage to 0, you can make an unarmed strike or pugilist weapon attack against a creature within range as part of the same reaction.

One, Two, Three, Floor

Starting at 5th level, when you use your bonus action to use the Old One-Two and hit the same creature with both attacks, you can spend 1 moxie point to make an additional unarmed strike against that creature as part of the same bonus action. If you hit, the creature is knocked prone in addition to taking damage as normal for your unarmed strike.

Float like a Butterfy, Sting Like a Bee

Starting at 11th level, when you reduce damage from an attack to 0 and successfully hit an enemy creature using your Cross Counter feature, you regain 1 expended moxie point.

Knock Out

Starting at 17th level, when you hit with an unarmed strike or pugilist weapon, you can spend 1 or more moxie points to try to knock out the opponent instead of dealing damage. Roll your attack’s damage, plus 3d12, plus an additional 2d12 for every moxie point spent after the first, and add your pugilist level to the result. If the total is equal to or greater than the creature’s remaining hit points, it is reduced to 0 hit points and stabilized.

Whiskey Fist

Pugilists in the Whiskey Fist fight club are the bane of tavern owners throughout the land. There is nothing a Whiskey Fist pugilist likes more than to get a few drinks in his belly and throw down with anyone who dares to give him side eye. Even when wandering ancient ruins or traveling through the wilderness these pugilist always keep a few bottles “just in case”.

Drink Like a Demon

Starting when you choose this Fight Club at 3rd level, you can use a bonus action on each of your turns to consume a potion or other beverage.

Additionally, when you drink an alcoholic beverage you can trigger your Bloodied but Unbowed feature.

Fish In Water

Also at 3rd level, when you drink an alcoholic beverage you gain 1 moxie point. You can regain moxie points this way up to a number of times equal to your Constitution modifier (minimum of 1) after which you must finish a short or long rest to regain the benefits of this feature.

Homebrewer

Finally at 3rd level, you gain proficiency with brewer’s supplies. When you finish a rest you can use whatever plant materials and water are at hand and brewer’s supplies to create alcoholic beverages. The cost of these materials is negligable. You create 1d4 when you finish a short rest and 2d8 when you finish a long rest.

 

 

THE PUGILIST

Hair of the Dog

Starting at 5th level, when you drink an alcoholic beverage you can choose to lose a level of exhaustion (no action required). Once you use this feature, you can’t use it again until you finish a short or long rest.

Mean Drunk

Starting at 11th level, when you consume an alcoholic beverage you can spend 3 moxie points (no action required) to enter a drunken frenzy for 1 minute. While in a drunken frenzy, you gain the following benefits:

  • When you use your Haymaker feature, you do not suffer a penalty on your weapon attack rolls.
  • You gain a second reaction you can use each turn to make an additional opportunity attack.
  • You ignore the effects of exhaustion.

Minotaur in a Glassworker’s Shop

Starting at 17th level, add the following benefits to your drunken frenzy.

  • You have resistance to bludgeoning, piercing, and slashing damage.
  • You have advantage on Strength checks.
  • You can move through other creatures without making a check.
  • You can use your reaction when you move through a creature one size larger than you or smaller to make a Shove attack against that creature.

drunk

 

 

THE PUGILIST

Equipment

DMs may wish to use the following new weapons and magic items in their campaigns.

Weapons

Your DM may allow the use of common brawling implements in their campaign. Introduced here are three such weapons. These weapons each have the unarmed weapon property, which is detailed below the Weapons table.

Weapon Properties

Many weapons have special properties related to their use, as shown in the Weapons table. The property presented here supplements those found in the Player’s Handbook.

Unarmed. When you make an unarmed strike, you can choose to deal the damage of this weapon instead of the bludgeoning damage normal for an unarmed strike.

Magic Items

Magic items are presented in alphabetical order. A magic item’s description gives the item’s name, its category, its rarity, and its magical properties.

Bonebreakers

Weapon (brass knuckles), legendary (requires attunement by a pugilist)

These unremarkable brass knuckles appear well used if not well loved. They are covered in dings and scratches accompanied by the odd stain.

You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with this weapon, you can use your reaction to attempt to maim them. When you do, the creature must succeed on a Constitution saving throw (DC 16) or be maimed in one of the following ways of your choice:

  • Broken Arm. The creature has disadvantage with weapon attack rolls.
  • Broken Leg. The creature’s walking speed is halved.
  • Broken Ribs. The creature has disadvantage on Strength and Dexterity ability checks and saving throws.
  • Broken Skull. Attack rolls against the creature are considered one higher for the purposes of determining whether or not the result is a critical.

The maimed condition ends on a creature only after they have received medical treatment from a trained professional and rested for one month or they are targeted by a greater restoration spell or similar magic. After you use this ability to attempt to maim a creature, you must finish a short or long rest before you can use it again.

Bottle of Brew Tasting

Wondrous item, rare

This magic item is a glass bottle with a blank label. When a potion or other liquid is poured into the bottle, the contents and effects of the liquid will appear, written in Common, on the label. This writing fades when the bottle is emptied of its contents.

If this bottle is broken, it loses the ability to identify liquids but instead functions as an improvised weapon with a +2 bonus to attack rolls and damage rolls.

Club of Unconsciousness

Weapon (club), rare (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

Additionally, this club has 5 charges. When you deal damage with this weapon, you can expend one or more charges to attempt to render the creature unconscious. When you do, roll 5d8 (+2d8 for each charge expended beyond the first). If the creature has a number of hit points remaining that is equal to or less than the total of your roll, the creature forgets everything it saw and heard over the last minute and is unconscious for 1 hour or until another person uses an action to shake or slap the sleeper awake.

The club regains 1d3 + 1 expended charges daily at dawn.

COIN OF EASY LIVING

Wondrous item, uncommon (requires attunement)

This gold coin appears totally normal to mundane senses but, when flipped, always lands heads up. While you are attuned to this item, you can summon it to your palm at will.


Weapons
Name Cost Damage Weight Properties
Simple Melee Weapons
  Brass Knuckles 1 sp 1d4 bludgeoning 1 lb. Light, unarmed
  Katar 3 gp 1d4 piercing 3 lb. Light, unarmed
  Knuckle Knives 3 gp 1d4 slashing 2 lb. Light, unarmed

 

 

THE PUGILIST

Enchanted Inks

Potion, common (1st), uncommon (2nd), rare (3rd), very rare (4th), or legendary (5th)

This set of inks can be used to make a single tattoo, which consumes the inks. When a creature is tattooed with enchanted inks, choose one spell. The spell’s level cannot exceed the level determined by the rarity of the enchanted inks.

The tattooed creature can cast this spell, using the tattoo as a spellcasting focus. Constitution is the spellcasting ability for this spell. After casting the spell with the tattoo, the creature cannot cast the spell in this way again until it finishes a long rest.

Everful Stein

Wondrous item, uncommon

This large ceramic stein is decorated with dwarven glyphs and topped with a brass metal lid that can be opened by thumb lever. While the lid is closed and the stein is empty, the owner need only name a non-magical ale, beer, or mead he has had before and the stein fills with that brew.

Leather Jerkin, +1, +2, or +3

Wondrous item, rare (+1), very rare (+2), or legendary (+3)

You have a bonus to AC while you are unarmored and wearing this garment. The bonus is determined by its rarity.

Loaded Dice

Wondrous item, rare (requires attunement)

This set of six-sided dice is indistinguishable from mundane dice but blessed with good fortune. After you make an ability check, attack roll, or saving throw, but before the DM declares success or failure, you can expend 1 charge to reroll the d20. Loaded dice can have up to 7 charges and regain 1d6+1 charges each week.

Additionally, when you use this magic item to play a dice game, you have advantage on ability checks made to determine the winner of the game.

Mage Mashers

Weapon (brass knuckles), very rare (requires attunement)

These brass knuckles are forged from a dull black ore that sparkles with a prism of colors when held to light. They feel heavier than they look like they should be, especially to creatures capable of casting spells.

You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with the spellcasting or pact magic trait, that creature takes an extra 1d6 force damage. In addition, any creature who makes a saving throw to maintain concentration on a spell as a result of damage you deal with these weapons has disadvantage on that saving throw.

Medallion of Mettle

Wondrous item, rare (requires attunement)

This ostentatious medallion draws the eye of even casual onlookers. Whenever you gain temporary hit points, you gain an additional 1d6 temporary hit points.

Mugfist Knuckles

Weapon (brass knuckles), uncommon (requires attunement)

These brass knuckles are plated with cheap faux gold that wouldn’t fool even the most casual observer.

You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you attack a creature with this magic weapon and roll a 20, 2d6 gold pieces fall onto the ground in the creature’s space.

Penitent Pummlers

Weapon (brass knuckles), rare (requires attunement)

These brass knuckles are made of gold and etched with a holy symbol over each knuckle. You gain a +1 to attack and damage rolls with this magic weapon. When you deal damage to a fiend or undead with this weapon, you deal an additional 1d6 radiant damage.

stein

Everfull

Stein

inks

Enchanted

Inks

dice

Loaded

Dice

medalion

Medallion of

Mettle

jerkin

Leather

Jerkin

different_smudge

 

 

THE PUGILIST

Poundwise Porter

Potion, very rare

This potion is thick and so dark brown it is nearly black. For one minute after consuming this potion, you gain +3 to damage with unarmed attacks.

Prehensile Whip

Weapon (whip), rare (requires attunement)

When not in use this whip looks like any other but, when wielded by an attuned creature, the weapon moves with purpose and articulation that betrays its magical nature. You gain a +1 to attack and damage rolls with this magic weapon. When you hit a creature or object with this weapon you may use your reaction to make a grapple attack against it using the whip instead of a free hand. When grappling in this way, your reach is considered 10 feet.

Punchdrunk Punters

Weapon (brass knuckles, knuckle knives, katar), rare (requires attunement)

These beat up and well worn weapons smell as if they’ve spent a week at the bottom of a forgotten cask in a busy tavern.

You gain a +1 bonus to attack and damage rolls made with this magic weapon. Each time you deal damage to a creature, that creature gains a toxin point. It keeps the toxin point for one hour. You can use an action to cause a creature you can see to take 1d8 poison damage per toxin point it has, then it loses all toxin points.

Ramuh’s Katar

Weapon (katar), very rare (requires attunement)

This punching dagger style weapon is carved from a single chunk of superconductive dark violet metal that binds to the fist and forearm with black leather straps.

While you are attuned to and wearing this magical weapon, you have advantage on initiative rolls and your jumping distances are tripled. You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you attack a creature with this magic weapon and roll a 20 on the d20, that creature takes an additional 8 lightning damage.

Ratbite

Weapon (knuckle knives), legendary (requires attunement)

These pungent weapons are made of leather of dubious origin with clumps of fur still attached. The leather grip fits snugly over the knuckles, with rat teeth and bits of bone sticking out the outward facing side. It gives off a unpleasant odor.

You gain a +3 bonus to attack and damage rolls made with these magic weapons. While you are attuned to these weapons, you are immune to disease. Any creature who takes damage from this weapon must succeed on a DC 11 Constitution saving throw or contract sewer plague (described in Chapter 8 of the Dungeon Master’s Guide). When you attack a creature with this magic weapon and roll a 20, they take an additional 8 necrotic damage and have disadvantage on saving throws against diseases for one week.

Salamnder Sauce

Potion, uncommon

This potion is bright red and smells of peppers and spices. It is typically drizzled on food prior to being consumed but it is possible to consume it straight. A vial of salamander sauce typically has two doses.

When you consume this potion, you choose how many doses to consume. If you consume one dose, you gain resistance to cold damage for 8 hours. If you consume two doses, you gain immunity to cold damage and vulnerability to fire damage for 8 hours. For each dose you consume beyond the first two, you must succeed on a Constitution saving throw (DC 14) or gain a level of exhaustion.

Scyboo Snack

Potion, uncommon

This potion must be baked into a biscuit form before its magic can take effect. Its smell is slightly off-putting to humanoids, but is very enticing to beasts. When a beast consumes a biscuit made from this potion, its size increases by one category (from Medium to Large, for example) for 10 minutes. While the beast’s size is increased, it has advantage on Strength checks and saving throws and its weapon attacks deal 1d4 extra damage.

Spiked Collar

Wondrous item, uncommon (+1), rare (+2), or very rare (+3)

This collar comes in a variety of colors and sizes, all with metal spikes protruding around the outside of the collar. A beast wearing this wondrous item has a bonus to its natural weapon attack and damage rolls while wearing this collar. The bonus is determined by its rarity.

Studded Collar

Wondrous item, uncommon (+1), rare (+2), or very rare (+3)

This collar comes in a variety of colors and sizes, all with crystalline studs decorating the outside of the collar. A beast wearing this wondrous item has a bonus to AC and saving throws while wearing this collar. The bonus is determined by its rarity.

jerkin

Studded

Collar

 

 

THE PUGILIST

Thunder Knuckles

Weapon (brass knuckles), very rare (requires attunement)

These brass knuckles are made of blue cobalt rings with a silver knuckle guard in the shape of a cloudbank. Once attuned, the cloudbank darkens and shifts constantly across the knuckles of its wearer, occasionally illuminating briefly as miniature lightning bolts harmlessly crackle within the clouds.

You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you attack a creature with this magic weapon and roll a 20 on the d20, it takes an additional 8 thunder damage and is knocked prone.

Whistle of Dog Calling

Wondrous item, rare

You can use an action to blow this unassuming whistle that’s inaudible to all creatures except canines. When you do, you cast the conjure animals spell but can only choose to summon two dire wolves or eight wolves. You do not need to maintain concentration, but the duration is 10 minutes instead of 1 hour. Once you do, this magic cannot be used again until dawn of the next day.

Winter’s Bite

Weapon (katar), uncommon (requires attunement)

This wool-lined, off-white leather glove is frigid to the touch, but comfortable when worn. Once attuned to this magic item, you can cause an icicle to grow from the glove, making it function like a katar. Alternatively, you can launch an icicle from the glove, acting like a hand crossbow. In both cases, these weapons deal cold damage instead of piercing damage.

You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you attack a creature with this magic weapon and roll a 20 its speed is halved until the end of its next turn. This does not affect creatures who are immune to cold damage.

jerkin

Thunder Knuckles

 

 

THE PUGILIST

Brawler

Medium humanoid, unaligned


Armor Class
14 (leather armor)
Hit Points
32 (5d8 + 10)
Speed
30 ft.

STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 14 (+2) 10 (+0) 9 (-1) 12 (+1)

Senses
passive Perception 9
Languages
Common
Challenge
1/2 (100 XP) Proficiency Bonus +2

Iron Chin While the brawler is wearing light or no armor and not using a shield, it uses its Constitution modifier in place of its Dexterity modifier to determine its AC.

Actions

Multiattack The brawler makes two fisticuffs attacks or one fisticuffs attack and uses brace up.

Fisticuffs Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Brace Up The brawler gains 7 (1d6 + 4) temporary hit points.

Boxer

Medium humanoid, unaligned


Armor Class
16 (leather armor)
Hit Points
85 (10d8 + 40)
Speed
30 ft.

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 18 (+4) 10 (+0) 12 (+1) 14 (+2)

Skills
Athletics +7,Insight +2, Intimidation +2
Saving Throws
Strength +6, Constitution +5
Senses
passive Perception 10
Languages
Common
Challenge
5 (1800 XP) Proficiency Bonus +3

Actions

Multiattack The boxer makes four fisticuffs attacks or two fisticuff attacks and brace up.

Fisticuffs Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage.

Brace Up The boxer gains 14 (1d10 + 9) temporary hit points.

Reaction

Cross Counter When hit by a melee attack the boxer can use this reaction to reduce the damage taken by the attack by 14 (1d10 + 9). If this reduces the damage of the attack to 0 or lower, the boxer may make a fisticuffs attack against the creature who made the attack if they are within range.

Wrestler

Medium humanoid, unaligned


Armor Class
15 (leather armor)
Hit Points
67 (9d8 + 27)
Speed
30 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 17 (+3) 12 (+1) 11 (+0) 13 (+1)

Skills
Athletics +6
Saving Throws
Strength +6, Constitution +5
Senses
passive Perception 10
Languages
Common
Challenge
3 (700 XP) Proficiency Bonus +2

Actions

Multiattack The wrestler makes three fisticuffs attacks and a wrestling attack or two fisticuff attacks, brace up, and a wrestling attack.

Fisticuffs Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.

Wrestling Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: Creature is grappled or knocked prone, wrestler’s choice.

Brace Up The brawler gains 10 (1d8 + 6) temporary hit points.

Reaction

Quick Pin When a creature provokes an opportunity attack from the wrestler, the wrestler can use its reaction to make two wrestling attacks against that creature.

monster