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Pugilist
Pugilist
PDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot
• When you use the Attack action with an unarmed Fight Club
strike or a pugilist weapon on your turn, you can make
one unarmed strike or grapple as a bonus action. By 3rd level, you have mastered the techniques of
certain regional fighting styles. Choose 2 fight clubs
when you gain this feature. You can use a bonus action
Unarmored Defense on your turn to adopt a fight club’s stance. While in
Beginning at 1st level, while you are wearing no armor a fight club’s stance, you can expend moxie to use its
and not wielding a shield, your AC equals 10 + your signature move. When you adopt a stance, you drop any
Dexterity modifier + your Constitution modifier. stance you were previously in. You gain one additional
fight club at 6th, 11th, and 17th level.
Moxie
Ability Score Improvement
Starting at 2nd level, your experience laying the
beatdown on others has given you a moxie you When you reach 4th level, and again at 8th, 12th, 16th,
can channel in the midst of battle. This swagger is and 19th level, you can increase one ability score of your
represented by a number of moxie points. Your pugilist choice by 2, or you can increase two ability scores of
level determines the number of points you have, as your choice by 1. As normal, you can’t increase an ability
shown in the Moxie Points column of the Pugilist table. score above 20 using this feature.
You can spend these points to fuel various moxie
features. You start knowing three such features: brace Bloodied but Unbowed
yourself, the old one-two, and stick and move. You learn
more moxie features as you gain levels in this class. Starting at 4th level, when you are reduced to less
When you spend a moxie point, it is unavailable until than half of your maximum hit points you add your
you finish a short or long rest, at the end of which you proficiency bonus to your damage with unarmed attacks
restore all of your expended moxie. You must spend at and pugilist weapons for 1 minute. You cannot use this
least 30 minutes of the rest carousing or shadowboxing feature again until you complete a short or long rest.
to regain your moxie points. At 9th level, when you use this feature you also gain
Some of your moxie features require your target to 1d10 + your Constitution modifier in temporary hit
make a saving throw to resist the feature’s effects. The points. These temporary hit points remain for 1 minute.
saving throw DC is calculated as follows:
Extra Attack
Moxie save DC = 8 + your proficiency bonus +
your Constitution modifier Beginning at 5th level, you can attack twice, instead of
once, whenever you take the Attack action on your turn.
Brace Yourself
You can use a bonus action and expend 1 moxie point to Haymaker
gain resistance to bludgeoning, piercing, and slashing
damage until the start of your next turn. Starting at 5th level, you can knock the wind out of
an opponent or throw them off balance with a heavy
The Old One-Two hit. When you hit another creature with an unarmed
Immediately after you take the Attack action on your strike or pugilist weapon, you can spend 1 moxie point
turn, you can spend 1 moxie point to make two unarmed to attempt to stun them. The target must succeed on a
strikes as a bonus action. Constitution saving throw or be stunned until the end of
your next turn.
Stick and Move
You can use a bonus action and expend 1 moxie point to Moxie-Fueled Fists
make a shove attack with advantage or the Dash action.
Starting at 6th level, your unarmed strikes count as
magical for the purpose of overcoming resistance and
Second Wind immunity to non-magical attacks and damage.
By 2nd level, you have a limited well of stamina that you
can draw on to protect yourself from harm. On your turn, Street Fighter
you can use a bonus action to regain hit points equal to
1d10 + your pugilist level. Starting at 7th level, choose one fight club you know.
Once you use this feature, you must finish a short or You always gain the benefit of its stance and can use its
long rest before you can use it again. signature move without adopting its stance.
At 13th level, choose another fight club you know. You
always gain the benefit of its stance and can use its
Counterpunch signature move without adopting its stance.
Starting at 3rd level, you can use your reaction to deflect
an attack when you are hit by a melee weapon attack. Shake It Off
When you do so, the damage you take from the attack
is reduced by 1d10 + your Strength modifier + your Starting at 7th level, you can use your action to end one
pugilist level. effect on yourself that is causing you to be charmed or
If you reduce the damage to 0, you can expend 1 frightened.
moxie point to make an unarmed attack against the
creature who just attacked you as part of the same School of Hard Knocks
reaction.
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 gain Foulmouthed Bedeviler
advantage on saving throws against effects that would When you adopt the Foulmouthed Bedeviler stance you
make you stunned or unconscious. can cast the vicious mockery cantrip using Constitution
as your spellcasting ability.
Fighting Words. You can use a bonus action and
Street Smart expend 1 moxie to cast the spell compelled duel.
Beginning at 13th level, you know the Thieve’s Cant Constitution is your spellcasting ability for this spell.
language. Additionally, once you have completed a long
rest in a city you know all public locations in the city as Heavyweight Hitter
if you had a map and you cannot be lost by non-magical When you adopt the Heavyweight Hitter stance you
means while within the city. score critical hits on a result of 19 or 20 when using
unarmed strikes or pugilist weapons.
Unbreakable Jawbreaker. After you roll damage for an attack made
with unarmed strikes or pugilist weapons you can
Starting at 14th level, your moxie mastery grants you expend 1 moxie to reroll a number of damage dice up to
proficiency in all saving throws. your Constitution modifier (minimum of one). You must
Additionally, whenever you make a saving throw and use the new rolls.
fail, you can spend 1 moxie point to reroll it and take the
second result. Inescapable Locker
When you adopt the Inescapable Locker stance your
Freerunning movement is not reduced when moving a creature
you have in a grapple. Additionally, when a creature
At 15th level, climbing no longer costs you extra attempts to escape your grapple you can use your
movement. In addition, your jump distance is tripled. reaction to give them disadvantage.
Meat Shield. When you have a creature grappled
Prizefighter and are the target of an attack by any creature that isn’t
grappled by you, after the attack roll is made but before
Beginning at 18th level, you can use your action to the attack is declared successful or not you can use your
spend 4 moxie points to have resistance to all damage reaction and spend 1 moxie to redirect the attack to the
but force damage for 1 minute. During that time, you creature you are grappling.
can make two bonus actions each turn instead of one.
Additionally, you can spend 8 moxie points to cast Ironbelly Brawler
cure wounds as if with a 9th level spell slot or greater When you adopt the Ironbelly Brawler stance you gain
restoration or lesser restoration without needing a +1 to your AC if you are unarmored or wearing light
material components. When you do so, you can only armor.
affect yourself with this ability. Iron Ab Reverberation. When a creature deals
damage to you with a melee weapon attack you can
Ready for a Fight use your reaction and expend 1 moxie to make the
creature pass a Constitution saving throw or take
At 20th level, when you roll for initiative and have no your Constitution modifier + your pugilist level in
moxie points remaining, you regain 4 moxie points. bludgeoning damage.
Shuffling Scrapper
While you have adopted the Shuffling Scrapper stance
you can take the Dodge action as a bonus action.
Bob and Weave. You can use your bonus action and
expend 1 moxie to take the Disengage and Dash actions.
Until the end of this turn you can move through spaces
occupied by enemy creatures.
Southpaw Stalker
While you have adopted the Southpaw Stalker stance
you gain advantage on Stealth rolls while you move at
half your speed or slower.
Rabbit Punch. Once per turn when you hit a creature
with an attack that had advantage or if an enemy of that
creature is conscious and within 5 feet of the creature
you can deal additional damage. To do this additional
damage you must be using an unarmed strike or pugilist
weapon. When you deal damage you can spend up to
half of your pugilist level in moxie points, dealing an
additional 1d6 damage for each moxie expended in this
way.
Tavern Tussler
When you adopt the Tavern Tussler stance enemies
have disadvantage on opportunity attacks against you
and you can rise and fall from prone with only 5 feet of
movement.
Dumb Luck. When a creature misses you with a
ranged weapon attack you can use your reaction and
1 moxie point to force that creature to make the same
attack against a foe of your choice within range of the
attack. It gains advantage on that attack.
Proficiency: Sidearms
Fight Club
Murderous Mobster
When you adopt the Murderous Mobster stance you gain
the archery fighting style. When you use a sidearm as an
improvised melee weapon it deals +2 damage.
Execution. When you make an attack with a sidearm
against a creature you have grappled you can spend 1
moxie before making the attack roll. If you hit but do not
score a critical, roll all damage dice twice and the grapple
ends.