Pugilist Fight Club: Drunk Tank

Drinking is a an act that many engage in, but few are defined by. Often, for the better, of course. There are those who take their alcoholism in a different direction, however. Bobbing and weaving between blows, belching bile, and occasionally passing out, the Drunk Tank is the club for pugilists who get a little too rowdy.


When you choose this fight club at 3rd level, you gain proficiency in Brewer's Supplies and may spend up to 1 hour during a long rest mixing a cocktail called the Pugilist's Punch which goes stale and loses all value in 24 hours. Materials cost is 1sp of liquor or beer per cocktail and you roll your fisticuffs die to see how many you created.

Bottle Service

You are adept with what is most often close at hand and may gain advantage on the first attack you make with a bottle if you just downed it this turn. When you hit with a bottle it deals its damage using your fisticuffs die as bludgeoning damage for the first hit and then slashing damage for the second before it breaks and is no longer usable.


You can drink like a fish, a fish with some real issues. Starting at 3rd level, you may consume any reasonably sized bottle of liquid whose worth exceeds 1 gp (potions included), or any cocktail you mixed, as a bonus action. If you consumed an alcoholic beverage in this way you must roll on the Imbibery table to determine its effects. If you enter either the Stagger Step or Flow-Fall stance it lasts for a minute and gives you disadvantage on all Intelligence checks.

d20 Effect
1 You puke a putrid bile in a 10 ft. cone, losing any potion effects or stances you have gained within the past minute. All creatures in the area, must make a Constitution saving throw (DC 10 + CON mod) or be Poisoned for 1 minute. They can repeat this saving throw at the end of each their turns to end this condition.
2–5 You belch, throwing yourself off balance. You gain disadvantage on all attack rolls and enemies get disadvantage on all attacks against you. These effects end at the start of your next turn as you regain your compusure.
6–10 You gain one temporary moxie point, which does not stack with other temporary moxie points.
11-15 You enter the Stagger Step stance. (see pg. 2)
16-20 You enter the Flow-Fall stance. (see pg. 2)

Bar-room Blitz

At 6th level, even a little booze can trigger your bar-room maneuvers. Once per long rest you may spend one moxie to enter an Imbibery stance of your choice as a bonus action for one minute.

Additionally, after at least a half hour of solid drinking at any suitable drinking establishment you may also enter a stance of your choice for a number of minutes equal to your CON mod. If you enter a stance in either of these ways, you must concentrate on it as if it were a spell. If you lose concentration on your stance or allow it to end you must immediately suffer the first effect of the Imbibery table and puke in a random direction.

In addition to the abilities you gain from Bottle Service, potion bottles are now considered to be magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Hardened Gut

At 11th level, your body is used to your obscene drunkenness. You gain expertise in constitution saving throws and may spend your action and half of your movement to automatically puke, as per the Imbibery table ending one effect on yourself that is causing you to be poisoned. You have also mastered your muddled motions and may swap between Imbibery stances at the beginning of your turn, without imbibing, whenever you are already in one. You cannot alter or extend the duration of your stances with this ability.

Purposeful Swagger

At 17th level, you are so used to drinking that you can tailor your buzz to the occasion. You may now roll on the Imbibery table twice, choosing either result, when you Imbibe. You have also mastered the techniques from either of your Imbibery stances well enough to gain the Momentous Momentum and Wrestle S-Leg features for each.

Long Nap

At 20th level, you have mastered pugilism, gaining your usual 20th level Pugilist ability, Peak Physical condition. Ironically enough, your liver also expires, killing you.

'The images below this text are the stains!'

Stance: Stagger Step

You appear to stumble and stagger but you are in complete control of your momentum. You gain the following benefits:

Fade and Evade. If you hit twice with The Old One-Two, your walking speed increases by 10ft and you gain advantage on your next Dexterity save until the end of your next turn.

Bob and Weave. When a creature hits you with a melee attack, you may spend your reaction to move up to half your movement speed away from them without provoking opportunity attacks.


At 6th level, you are able to move more rapidly and build up your seemingly random momentum to unleash it upon your foes. When you take the Dash action, you may make an unarmed melee attack as a bonus action on a creature within reach if you have moved up to 20 feet towards them. If you miss, you must then immediately fall prone. If you spend at least 1 moxie point you can choose to add one of these benefits to the attack, spending additional moxie to add more effects. You cannot choose the same effect twice.

Moxie Cost Effect
1 You may make a free shove attempt against the target. You may attempt to shove creatures up to two sizes larger than you and can ignore Disadvantage on attempts versus creatures only one size larger than you.
1 You may make a free grapple attempt against the target. If it is flying, you immediately force it to drop 10ft.
2 The attack deals 1d4 extra damage for every 5 feet you ran in a straight line towards the target.
2 The attack is made with advantage and gains the Reach property.
3 You may also make an unarmed melee attack against a number of creatures within 5ft of your target equal to your Strength modifier. You do not add your Strength modifier to the damage of any of these extra attacks. Other Stumble-Strike benefits only apply to the primary target of your attack.

Momentous Momentum

At 17th level, you tear through the pub like a rampaging pachyderm. When you hit another creature with a melee weapon attack on your turn, you may spend 1 moxie to attempt to shove them, using your attack roll as your attempt. If you choose to shove them back 5ft and succeed, you gain an additional 5ft of movement until the end of your current turn and gain a moxie if you shoved them into a space that caused them to take damage. If you choose to shove them prone and succeed, you may use your reaction to occupy their space and make one unarmed melee attack against them, ignoring the disadvantage for sharing their space and landing in any space adjacent to them immediately afterwards.

Stance: Flow-Fall

Your posture appears to go loose and you may even drop to the floor but your muscles are coiled to react, absorb and redirect what comes at you. You gain the following benefits:

On a Bender. You do not suffer disadvantage on melee attacks while prone. You may stand up from prone using 5 feet of movement.

Trippy Dippy. While benefitting from your Dig Deep feature, you also gain advantage on Dexterity saving throws against spells and effects and only take half damage if you fail on the save.


At 6th level, you can redirect your opponents' momentum. When a creature misses you with a melee attack, you can spend 1 moxie to attempt a redirection as a reaction. Perform a grapple against the attacker. If you succeed, they must reroll their attack with disadvantage against a target of your choice within reach, and you then swap places with the attacker. If you fail, the attacker gets advantage on their next attack against you.

Wrestle S-Leg

At 17th level, you swoon with the force of a tsunami. Whenever you hit a target with an unarmed melee attack you can spend 1 moxie to make a grapple attempt against them. If you succeed on your grapple by 5 or more, you may knock both yourself and the target prone and have the target take additional bludgeoning damage equal to your CON modifier. You have also mastered the ability to grapple a number of additional targets equal to your number of remaining limbs. As you would have almost no leg to stand on, your movement speed drops to zero if you have three or more targets grappled.

1 / 2