Pugilist
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.
Pugilist Class
Class Features
As a pugilist, you gain the following class features.Hit Points
Hit Dice: 1d8 per pugilist level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per pugilist level after 1stProficiencies
Armor: Light armor Weapons: Simple weapons, improvised weapons, whips, hand crossbow Tools: Your choice of one artisan's tools, gaming set or theive's tools Saving Throws: Strength, Constitution Skills: Choose two from Acrobatics, Athletics, Decpetion,, Intimidation, Perception, Sleight of Hand, and StealthFisticuffs
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 light 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
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
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. Headclap. You can use a bonus action and spend 1 moxie point to make a disorienting attack against a target within reach. You make an unarmed attack roll agaisnt a creature in range and that creature must make a Concentration check, on a failure the target becomes exposed, dazed, and deafened until the end of it's next turn, in addition to losing concentration. 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 and take the Dash action.Street Smart
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 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 use your reaction to gain temporary hit points equal to three times your pugilist level and regain all your expended moxie points. Once you use this feature, you can’t use it again until you finish a short or long rest.Friendly Spar
Whenever you reduce a target to zero hitpoints with an unarmed attack, you can choose to have that creature become stablised.Fight Club
Starting at 3rd level, you choose a fight club that best exemplifies your style. Your fight club grants you features at 3rd level and again at 6th, 11th, and 17th level.Ability Score Improvement
When you reach 4th level, and again at 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 gain a 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 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
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. Additionally, when you score a critical hit against a hostile crteature in combat with a pugilist weapon you regain one moxie point.Fancy Footwork
At 7th level, you gain proficiency in Dexterity saving throws.Shake It Off
Starting at 7th level, you can spend a moxie point to use your bonus action to end one effect on yourself that is causing you to be charmed or frightened.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 long rest.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 stunned or unconscious.Nose Breaker
At 10th level, you've taken enough blows to the face to know where it hurts to get hit. When you hit an attack against a creature with a pugilist weapon within reach, you can expend a moxie point to force the creature to make a Concentration Check. On a failure, the creature becomes Impaired and Staggered until the end of your next turn.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.Bone Breaker
At 13th level, when you attack an enemy and exceed their armor class by 5 or more, you can use a moxie point to attempt to break their bones. The target must make a Concentration check or take on one lingering injury from the lingering injuries table.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.Stay Down
Beginning at 14th level, you gain the uncanny ability to display the difference in strength between you and your enemies. If you knock a target that has a lower challenge rating or level than you prone, it must make a contested Wisdom (survival) check against your Strength (intimidation) or Strength (athletics). You gain an additional bonus to this check equal to each level you have over the target. On a failure the target becomes frightened, its speed becomes zero, and it cannot stand from prone. The creature can attempt to end the effect on itself at the end of each of its turns. If a creature succeeds on the check, they are immune to the effects of the ability for 24 hours.Herculean
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.Problem Solver
Beginning at 15th level, you are so accustomed to dealing with pesky threats that it becomes second nature. When a hostile creature misses you with an attack by 5 or more you can use your reaction and expend one moxie point to force the target to undergo one of the following effects:- The target is disarmed
- The target is grappled
- The target falls prone