-Pugilist - Base Class-
-Pugilist - Base Class-
-Pugilist - Base Class-
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
You must have a Strength and Constitution scores of 13 or higher in order to multiclass in or out of this
class.
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The Pugilist
Class features
Hit Points
Proficiencies
Equipment
You start with the following equipment in addition to the equipment gained by your
background:
● (a) leather armor or (b) any simple weapon
● (a) a dungeoneer’s pack or (b) an explorer’s pack
● (a) a set of artisan’s tools (b) a gaming set or
● (c) thieves’ tools
Fisticuffs
1st Level Feature
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. 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.
Iron Chin
1st Level Feature
Beginning at 1st level, while you are wearing light or no armor and not wielding a shield, your
AC equals 12 + your Constitution modifier.
Moxie
2nd Level Feature
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 three such features: Brace Up, The Old One-Two, and
Stick and Move. 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: You can use a bonus action and expend 1 moxie point to attempt to
shove a creature or take the Dash action.
Street Smart
2nd Level Feature
Beginning 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 non magical means while within the city.
Fight Club
3rd Level Feature
Starting at 3rd level, you choose a fight club that best exemplifies your style: Arena Royale,
Bloodhound Bruisers, Dog & Hound, Hand of Dread, Piss & Vinegar, the Squared Circle, or
the Sweet Science, all detailed at the end of the class description. Your fight club grants you
features at 3rd level and again at 6th, 11th, and 17th level.
Fight Club Location
Dig Deep
4th Level Feature
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 gain a level of exhaustion.
Extra Attack
5th Level Feature
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack
action on your turn.
Haymaker
5th Level Feature
Starting at 5th level, when you make an attack, you can declare you are swinging a wild
haymaker. When you do, you have disadvantage 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
6th Level Feature
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
7th Level Feature
At 7th level, you gain proficiency in Dexterity saving throws.
Shake it Off
7th Level Feature
Starting at 7th level, you can use your action to end one effect on yourself that is causing
you to be charmed or frightened.
Rabble Rouser
13th Level Feature
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
14th Level Feature
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
15th Level Feature
Starting at 15th level, your carrying capacity is doubled, and when you deal damage with a
melee weapon or unarmed strike to an inanimate object, that damage is doubled. Your
standing jump distance is the same as your running start jump distance.
Fighting Spirit
18th Level Feature
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, and do not suffer the effects of any levels of exhaustion you have for the next 10
minutes. At the end of those 10 minutes, you gain a level of exhaustion.
Once you use this feature, you can’t use it again until you finish a long rest.