Pugilist

You might also like

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 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
Classes | Pugilist
1
PDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot
The Pugilist
Proficiency Moxie
Level Bonus Fisticuffs Points Features
1st +2 1d4 __ Fisticuffs, Unarmored Defense
2nd +2 1d4 2 Iron Chin, Moxie
3rd +2 1d4 3 Bloodied but Unbowed, Fight Club
4th +2 1d4 4 Ability Score Improvement, Street Smart
5th +3 1d6 5 Extra Attack, Haymaker
6th +3 1d6 6 Fight Club improvement, Moxie-Fueled Fists
7th +3 1d6 7 Fancy Footwork, 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 Rabble Rouser
14th +5 1d8 14 Unbreakable
15th +5 1d8 15 Herculean
16th +5 1d8 16 Ability Score Improvement
17th +6 1d10 17 Fight Club improvement
18th +6 1d10 18 Fighting Spirit
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
time? What drove you to keep fighting after that? • (a) a dungeoneer’s pack or (b) an explorer’s pack
Consider why you’ve left. Are you running away from • (a) a set of artisan’s tools or (b) a gaming set or (c)
something? From someone? Is the past something you thieve’s tools
dwell on often or is it best forgotten? Do you see a better
future for yourself somewhere else? Is there anyone
you wish you could take with you? What mark do you
Fisticuffs
want to leave on the world? How do you want to be At 1st level, your years of fighting in back alleys, ship
remembered when the fighting’s all done? decks, and taverns have given you mastery over combat
styles that use unarmed strikes and pugilist weapons,
Quick Build which are simple melee weapons without the two-
You can make a pugilist quickly by following these handed property, whips, and improvised weapons. You
suggestions. First, make Strength your highest ability may not use the finesse property of a weapon while
score, followed by Constitution. Second, choose the using it as a pugilist weapon.
criminal or urchin background. You gain the following benefits while you are unarmed
or using only pugilist weapons and you are wearing light
or no armor:
Class Features • You can roll a d4 in place of the normal damage of
As a pugilist, you gain the following class features. your unarmed strike or pugilist weapon. This die
changes as you gain pugilist levels, as shown in the
Hit Dice: 1d12 per pugilist level Fisticuffs column on the Pugilist table.
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your
Constitution modifier per pugilist level after 1st
Classes | Pugilist
2
• When you use the Attack action with an unarmed Brace Yourself
strike or a pugilist weapon on your turn, you can make You can use a bonus action and expend 1 moxie point to
one unarmed strike or grapple as a bonus action. gain resistance to bludgeoning, piercing, and slashing
damage until the start of your next turn.
Unarmored Defense The Old One-Two
Beginning at 1st level, while you are wearing no armor Immediately after you take the Attack action on your
and not wielding a shield, your AC equals 10 + your turn, you can spend 1 moxie point to make two unarmed
Dexterity modifier + your Constitution modifier. strikes as a bonus action.

Iron Chin Stick and Move


You can use a bonus action and expend 1 moxie point to
Starting at 2nd level, when you complete a long rest you make a shove attack with advantage or the Dash action.
gain temporary hit points equal to your pugilist level +
your Constitution modifier. When you complete a short
rest you gain temporary hit points equal to half your
Bloodied but Unbowed
pugilist level + your Constitution modifier. Starting at 3rd level, when you are reduced to less
than half of your maximum hit points you add your
Moxie proficiency bonus to your damage with unarmed attacks
and pugilist weapons for 1 minute. You cannot use this
Starting at 2nd level, your experience laying the feature again until you complete a short or long rest.
beatdown on others has given you a moxie you At 9th level, when you use this feature you also gain
can channel in the midst of battle. This swagger is 1d10 + your Constitution modifier in temporary hit
represented by a number of moxie points. Your pugilist points. These temporary hit points remain for 1 minute.
level determines the 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 Fight Club
features. You start knowing three such features: brace
Starting at 3rd level, your style is exemplified in a fight
yourself, the old one-two, and stick and move. You learn
club: the Squared Circle or the Sweet Science. Your
more moxie features as you gain levels in this class.
fight club grants you features at 3rd level and again at
When you spend a moxie point, it is unavailable until
6th, 11th, and 17th level.
you finish a short or long rest, at the end of which you
restore all of your expended moxie. You must spend at
least 30 minutes of the rest carousing or shadowboxing Ability Score Improvement
to regain your moxie points.
When you reach 4th level, and again at 8th, 12th, 16th,
Some of your moxie features require your target to
and 19th level, you can increase one ability score of your
make a saving throw to resist the feature’s effects. The
choice by 2, or you can increase two ability scores of
saving throw DC is calculated as follows:
your choice by 1. As normal, you can’t increase an ability
score above 20 using this feature.
Moxie save DC = 8 + your proficiency bonus +
your Constitution modifier

Classes | Pugilist
3
PDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot
Street Smart deal damage to an inanimate object that damage is
doubled.
Beginning at 4th level, you know the Thieve’s Cant
language. Additionally, once you have completed a long
rest in a city you know all public locations in the city as Fighting Spirit
if you had a map and you cannot be lost by non-magical Starting at 18th level, when you are reduced to 0 hit
means while within the city. points you regain half of your maximum hit points, 6
moxie points, and gain a level of exhaustion. You cannot
Extra Attack use this feature again until you complete a long rest.

Beginning at 5th level, you can attack twice, instead of


once, whenever you take the Attack action on your turn. Ready for a Fight
At 20th level, when you roll for initiative and have no
Haymaker moxie points remaining, you regain 4 moxie points.

Starting at 5th level, you can knock the wind out of


an opponent or throw them off balance with a heavy Fight Clubs
hit. When you hit another creature with an unarmed Despite the name, fight clubs are not formal fraternities
strike or pugilist weapon, you can spend 1 moxie point or sororities but collections of pugilists who, by
to attempt to stun them. The target must succeed on a training or happenstance, share a similar style. In
Constitution saving throw or be stunned until the end of some D&D worlds, fight clubs can tell you a lot about
your next turn. where a person comes from while in others there
are representatives of many fighting styles in all
metropolitan areas.
Moxie-Fueled Fists
Starting at 6th level, your unarmed strikes count as the Squared Circle
magical for the purpose of overcoming resistance and
immunity to non-magical attacks and damage. Pugilists who fight in the Squared Circle know you
don’t have to knock an opponent senseless to get them
to submit. Of course, members of the squared circle do
Fancy Footwork beat their opponents senseless they just know they don’t
At 7th level, you have proficiency in Dexterity saving have to.
throws.
Groundwork
Starting when you choose this fight club at 3rd level, you
Shake It Off are proficient in Athletics and your proficiency bonus
Starting at 7th level, you can use your action to end one is doubled when using Athletics to grapple, shove, or
effect on yourself that is causing you to be charmed or resist one of those maneuvers. Additionally, you gain the
frightened. following moxie abilities.
Compression Lock. When a creature attempts to
break a grapple with you and succeeds you can use
School of Hard Knocks your reaction and spend 1 moxie to force the creature
By 10th level, you’ve graduated top of the class at the to roll again and take the second result. If the second
school of hard knocks and you took most of them on the result fails you deal your unarmed strike damage to the
head. You have resistance to psychic damage and gain creature.
advantage on saving throws against effects that would Quick Pin. When a creature provokes an opportunity
make you stunned or unconscious. attack from you, you can use your reaction and spend
1 moxie point to make a grapple attempt instead of an
attack.
Rabble Rouser To the Mat. You can use a bonus action and spend
Starting at 13th level, carousing counts as light activity 1 moxie point to grapple a creature adjacent to you. If
for the purposes of resting. In addition, word of your successful you also knock the creature prone.
exploits travels quickly in cities and other settlements.
Once you have taken a long rest by carousing in Meat Shield
a settlement you gain advantage on all Charisma At 6th level, when you have an enemy creature grappled
(Persuasion) and Charisma (Intimidation) rolls made you gain partial cover against all attacks made against
against people who live in that settlement. by a creature you are not grappling. When a weapon
attack made by a creature you are not grappling misses
you, you may use your reaction and spend 1 moxie point
Unbreakable to have that creature make the same attack with a new
Starting at 14th level, you gain advantage on Strength, roll against an enemy creature you are grappling.
Dexterity, and Constitution saving throws. Additionally,
whenever you make a saving throw and fail, you can Heavyweight
spend 1 moxie point to reroll it and take the second At 11th level, you count as one size larger than you are
result. for the purposes of grappling. In addition, you can move
your full movement speed when you are dragging or
carrying a grappled creature your size or smaller.
Herculean
At 15th level, your carrying capacity is doubled, your
jump height and distance are doubled, and when you

Classes | Pugilist
4
Clean Finish The Pugilist Class by
At 17th level, your mastery of grappling reaches its peak. /u/ coolgamertagbro
While you have a creature grappled you gain advantage http://sterlingvermin.com/
on all attacks against it. Additionally, when you roll a 19
on an attack roll against a creature you have grappled Art Credits in Order of Appearance
you can spend 1 moxie point to make that attack a “Barn” by SinCommonStitches
critical hit. “Maelstrom Saga: The Brawler” by GourmandHast
“Pastel Weapons Series: Brass Knucles” by Enixyy
“Approching Fire Storm” by FMacManus
the Sweet Science “Tavern Brawl” by Velinov
Pugilists who practice the Sweet Science hit hard, fast, “Narrow Street” by FriendlyChestnut
and often. This style is sometimes used by fighters who “The Boxer” by JohnoftheNorth
battle for the entertainment of the upper classes but it is
just as often practiced in the backalleys and the bars by
those whose next breath depends on a knockout.

Cross Counter
Starting when you choose this fight club at 3rd level, you
can block the brunt an attack and launch one of your
own in the same fluid motion. You can use your reaction
and spend 1 moxie point to reduce the damage of a
melee weapon attack made against you by 1d10 + your
Strength modifier + your pugilist level.
If you reduce the damage to 0, you can make an
unarmed strike or pugilist weapon attack against a
creature within range as part of the same reaction.

One, Two, Three, Floor


At 6th level, when you use your bonus action to use the
Old One-Two and both attacks are successful you can
immediately make an additional attack with an unarmed
strike as part of that bonus action. If you hit with this
additional attack the creature must pass a Strength
saving throw or be knocked prone.

Float Like a Butterfly, Sting Like a Bee


At 11th level, when you reduce damage from an attack
to 0 and successfully hit an enemy creature using your
Cross Counter feature you gain 1 moxie point.

Knock Out
At 17th level, when you hit with an unarmed strike or
pugilist weapon you can spend 1 or more moxie points
to try to knock out the opponent instead of dealing
damage. Roll 3d10 + 1d10 for every moxie point spent
after the first + your pugilist level; if the total is equal to
or greater than the creature’s remaining hit points, it is
unconscious for 10 minutes.

Classes | Pugilist
5
PDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot

You might also like