Download as pdf or txt
Download as pdf or txt
You are on page 1of 5

Pugilist

Arrows raining down on her as she ran towards the


hobgoblins, desperate to close the distance, the half-elf
fought through the pain to reach her foes. Surprised
at her speed, the hobgoblins didn’t expect her to be on
them so fast and they certainly didn’t expect her to have
so much strength left. What they didn’t know was the
pain only made her stronger.
He braced himself for impact as the orc rushed at
him. Then it made a mistake. The orc made telegraphed
its next move and that was all the opening he needed.
Ducking underneath the brute’s swing he raised both
hands high above his head and brought them down on
the orc’s back, throwing him to the ground.
The halfling was used to being underestimated on
account of his size. The petty noble raising his hand
to strike the halfling had no idea that all it took was a
broken bottle to make their relative differences moot.
The noble looked surprised as the broken glass opened
up his cheek. The halfling liked that.
Wherever they come from, pugilists live a rough and
tumble life that leaves them full of determination and
reckless from overconfidence or desperation. In a fight
they can channel this strength of character to dig deep
and fight off foes in greater strength of numbers, arms,
and armor than anyone else would think possible.

Swagger for Days


Pugilists unconsciously tap into their own inner strength
in the form of a magical energy called moxie. This is
not an esoteric or mystical energy that flows through
the multiverse but the result of a lifetime of hardship
and a never-let-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. Using this
energy, pugilists can fight through attacks that would
down lesser heroes and hit harder and faster than their
rugged appearance would ever let on.

Life on the Street


Every city in the worlds of D&D have their back alleys,
their underground fighting rackets, their ghettos. The
pugilists who live in these places don’t have time to
consider the lofty ideals of philosophies 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 is a risk worth
taking or a way to leave the past behind. For some,
becoming an adventurer is the only way out of whatever
The Pugilist
Proficiency Moxie
Level Bonus Fisticuffs Points Features
1st +2 1d4 __ Fisticuffs, Unarmored Defense
2nd +2 1d4 2 Moxie, Second Wind
3rd +2 1d4 3 Counterpunch, Fight Club
4th +2 1d4 4 Ability Score Improvement, Bloodied but Unbowed
5th +3 1d6 5 Extra Attack, Haymaker
6th +3 1d6 6 Fight Club improvement, Moxie-Fueled Fists
7th +3 1d6 7 Street Fighter, Shake it Off
8th +3 1d6 8 Ability Score Improvement
9th +4 1d6 9 Bloodied but Unbowed improvement
10th +4 1d6 10 School of Hard Knocks
11th +4 1d8 11 Fight Club improvement
12th +4 1d8 12 Ability Score Improvement
13th +5 1d8 13 Street Smart, Street Fighter improvement
14th +5 1d8 14 Unbreakable
15th +5 1d8 15 Freerunning
16th +5 1d8 16 Ability Score Improvement
17th +6 1d10 17 Fight Club improvement
18th +6 1d10 18 Prizefighter
19th +6 1d10 19 Ability Score Improvement
20th +6 1d10 20 Ready for a Fight

miserable situation they’ve been stuck in since infancy. Proficiencies


For others, getting lost out in the world is the only way Armor: Light armor
to escape the tangled web of debt and enemies they’ve Weapons: Simple weapons, improvised weapons, whip,
piled up. Whatever the reason for their adventuring, all hand crossbow
pugilists want is to make life better for themselves, their Tools: One artisan’s tools or gaming set or thieve’s tools
families, and their communities.
Saving Throws: Strength, Constitution
Creating a Pugilist Skills: Choose two skills from Acrobatics, Athletics,
As you make your pugilist character, consider your Deception, Intimidation, Perception, Sleight of Hand
connection to your home town and the people there. and Stealth.
Were you an orphan, the runt of the litter in a huge
family, or was your childhood relatively comfortable? Equipment
How do you feel about your family? Have you started a You start with the following equipment in addition to the
family of your own? Who’s the most important person equipment gained by your background:
in your life? Who have you made enemies with to get
where you’ve got? What drove you to fight for the first • (a) leather armor or (b) any simple weapon or (c) a
time? What drove you to keep fighting after that? sidearm
Consider why you’ve left. Are you running away from • (a) a dungeoneer’s pack or (b) an explorer’s pack
something? From someone? Is the past something you • (a) a set of artisan’s tools or (b) a gaming set or (c)
dwell on often or is it best forgotten? Do you see a better thieve’s tools
future for yourself somewhere else? Is there anyone
you wish you could take with you? What mark do you
want to leave on the world? How do you want to be
remembered when the fighting’s all done?
Fisticuffs
At 1st level, your years of fighting in back alleys, ship
Quick Build decks, and taverns have given you mastery over combat
You can make a pugilist quickly by following these styles that use unarmed strikes and pugilist weapons,
suggestions. First, make Strength your highest ability which are simple melee weapons without the two-
score, followed by Constitution. Second, choose the handed property, whips, and improvised weapons. You
criminal or urchin background. may not use the finesse property of a weapon while
using it as a pugilist weapon.
You gain the following benefits while you are unarmed
Class Features or using only pugilist weapons and you are wearing light
As a pugilist, you gain the following class features. or no armor:
• You can roll a d4 in place of the normal damage of
Hit Dice: 1d12 per pugilist level your unarmed strike or pugilist weapon. This die
Hit Points at 1st Level: 12 + your Constitution modifier changes as you gain pugilist levels, as shown in the
Hit Points at Higher Levels: 1d12 (or 7) + your Fisticuffs column on the Pugilist table.
Constitution modifier per pugilist level after 1st

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.

Fight Clubs Openfist Disciple


When you adopt the Openfist Disciple stance your
movement speed increases by 10 feet. In addition, when
Belligerent Bruiser
you reduce a melee weapon attack to 0 damage with
When you adopt the Belligerent Bruiser stance friendly
your Counterpunch feature you may spend 1 moxie
creatures other than you who make melee weapon
to attempt to grapple or shove the creature instead of
attacks against enemy creatures adjacent to you gain
making an unarmed attack.
advantage on their attack rolls.
Bodies in Motion. You may use an action and expend
Dirty Trick. When you make an attack with an
1 moxie point to throw a creature you have grappled
unarmed strike or pugilist weapon you can expend 1
up to 15 feet away. If that creature would enter a space
moxie to attempt to disorient the creature. The creature
occupied by a Large or larger object it takes your
must pass a Constitution saving throw or be blinded for
unarmed strike damage and is prone. If it would enter a
1 minute. They can attempt the saving throw at the end
space occupied by a Small or larger creature, make an
of each of their turns, ending the blinded effect if they
attack roll adding your proficiency bonus and Strength
are successful.
modifier. If you beat the creature occupying that space’s
AC, deal your unarmed damage to both creatures and
Catnap Clincher
they both must succeed at a Dexterity saving throw or
When you adopt the Catnap Clincher stance while you
fall prone.
have a creature grappled you have half cover from all
attacks against you.
Ruthless Wrestler
Go to Sleep. When you have a creature grappled you
While you adopt the Ruthless Wrestler stance if you are
can spend your action and expend 1 moxie point to
proficient in Athletics or Acrobatics, you double your
attemp to render the creature unconscious. Roll 3d10
proficiency bonus when making ability checks using
+ your pugilist level. If the result meets or exceeds
those skills.
that creatures remaining hit points, the creature is
To the Mat. When a creature within your reach
unconscious.
moves you can use your reaction and expend 1 moxie
to make a shove or grapple attempt on that creature. If
successful, you deal your unarmed attack damage as The Pugilist Class by
well. /u/ coolgamertagbro
http://sterlingvermin.com/
Salty Shipwrecker
When you adopt the Salty Shipwrecker stance you gain Art Credits in Order of Appearance
a swim speed of 30 feet and gain advantage on saving “Barn” by SinCommonStitches
throws against effects that would move you or knock “Maelstrom Saga: The Brawler” by GourmandHast
you prone. “Pastel Weapons Series: Brass Knucles” by Enixyy
Mop the Deck. When you deal damage with an “Approching Fire Storm” by FMacManus
unarmed or pugilist weapon you can expend 1 moxie to “Narrow Street” by FriendlyChestnut
make the creature pass a Strength saving throw or be “The Boxer” by JohnoftheNorth
knocked prone.

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.

Pugilism & Pistolwhipping


If your campaign uses the firearms rules presented in
the Complete Martialist Handbook the Pugilist has the
following additional features.

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.

You might also like