The Pugilist Class
| Level | Proficiency Bonus | Fisticuffs | Moxie Points | Features |
|---|---|---|---|---|
| 1 | +2 | 1d6 | - | Fisticuffs, Iron Body |
| 2 | +2 | 1d6 | 2 | Moxie, Street Smarts |
| 3 | +2 | 1d6 | 2 | Unflinching, Subclass I |
| 4 | +2 | 1d8 | 3 | Ability Score Improvement, Dig Deep |
| 5 | +3 | 1d8 | 3 | Extra Attack |
| 6 | +3 | 1d8 | 4 | Subclass II |
| 7 | +3 | 1d10 | 4 | Brush Off, Magic Fist |
| 8 | +3 | 1d10 | 5 | Ability Score Improvement |
| 9 | +4 | 1d10 | 5 | Unyielding |
| 10 | +4 | 1d12 | 6 | Subclass III |
| 11 | +4 | 1d12 | 6 | School of Hard Knocks |
| 12 | +4 | 1d12 | 7 | Ability Score Improvement |
Basic Stats:
Level 1 HP = 10 + your Constitution Modifier; Gaining an additional [1d10 (or 6) + your Constitution Modifier] HP with every additional Pugilist Level
Proficiencies
Proficiencies
Armor: Light Armor
Weapons: Simple Weapons, Whips, Improvised Weapons
Tools: Your Choice of any Tool
Saves: Proficiency with Strength and Constitution Saving Throws
Skills: Choose 2 Between Acrobatics, Athletics, Deception, Perception, Sleight of Hand, and Society
Simple Light Armor and any 2 Simple Weapons of your choice
The Tool you selected to have Proficiency with (or another Simple Weapon)
a Backpack w/ A Bedroll, a Saex, a Mess Kit, a Tinderbox, 10 Torches, 10 Day of Rations, a Waterskin, and a 15m bundle of Hempen Rope
Features:
Fisticuffs - Your years of fighting in the dirty streets, back alleys, and taverns have given you a proper skill with fighting using your fists and Pugilist weapons (simple melee weapons without the Large or Heavy Property, Whips, and Improvised Weapons). In addition you can’t utilize the Finesse or Balanced Properties for any weapons while treating it as a Pugilist Weapon. You gain the following benefits while you are unarmed or only using Pugilist Weapons and are wearing Light Armor with no Shield or Buckler equipped
When dealing Damage with Unarmed Strikes you roll the dice according to the Fisticuffs table above, its size increasing as you gain Pugilist Levels. In addition, your Unarmed Attacks have a Base Damage equal to your Strength Modifier + your Dexterity Modifier
When you use the Attack Action on your turn and only utilize Unarmed Strikes, Pugilist Weapons, Shoves, or Grapples (either to grab a creature or escape from a grapple) then you can use your Bonus Action to make a single Unarmed Attack
Iron Body
While you are not utilizing any kind of Armor (worn or carried) your AC = 8 + your Proficiency Bonus + your Constitution Modifier
You gain Proficiency with Intimidation and it becomes a Constitution based Skill for you
Moxie - Starting at 2nd Level your focus in combat is strong enough that you can channel it into special abilities using your Moxie Points, the number of which you can see in the table above. You start with 3 of these and regain them all whenever you finish a Short or Long Rest. You start with the abilities below
Brace Up (1 Moxie) - You use your Bonus Action to Brace for Attacks, gaining Shielding equal to a roll of your Fisticuffs Die + your Pugilist Level + your Constitution Modifier. If you still have some of this Shielding after a minute it fades away and you regain HP equal to half this amount
The One-Two (1 Moxie) - Whenever you utilize your Fisticuffs ability to make an Unarmed Strike with your Bonus Action you can utilize this ability as a part of that Bonus Action to make an additional 2 Unarmed Strikes
Sprint (1 Moxie) - You can use this ability as a Bonus Action to Dash a distance up to twice your Movement Speed, you do not Provoke Opportunity Attacks with this Movement
Street Smarts - Your training never stops and you slowly come into a true understanding with your locale
Your training never stops, training by carousing, shadowboxing, and sparring all become light activity for the purposes of resting
You can spend 1 Day of Downtime spending time in a city’s streets to learn all about this city, gaining knowledge of its locations and important people as if you were born and raised there. In addition, you cannot become lost in this city unless by magical means. Whenever you use this ability again you replace the knowledge you learned about the last city with this one. You can also ask your GM if you can designate a Home City as a part of this ability which you never lose these benefits from
Unflinching
Once per Long Rest when you are reduced to less than half your maximum HP by a Creature dealing you Damage you can use your Reaction to gain Shielding equal to a roll of your Pugilist Die + your Pugilist Level + your Constitution Modifier. This Shielding lasts for up to an Hour
Ability Score Improvement
When you reach a Level with this Feature you can increase any Ability Score by +2 or two separate Ability Scores by +1 each
Dig Deep
You can put up tough defenses whenever you feel a big hit incoming by forcing a shot of adrenaline through your system. As a Bonus Action you can grant yourself Resistance to all Damage until the start of your next turn, gaining 1 Level of Exhaustion at that moment. The penalties of Exhaustion do not take effect until the combat ends
Extra Attack
When you take the Attack Action you can make 2 Attacks instead of 1
Brush Off
You gain Proficiency with Dexterity Saves
Whenever you are affected by the Blinded, Charmed, Dazed, Deafened, Frightened, Poisoned, or Slowed Conditions you can use your Bonus Action and a Moxie Point to automatically end this effect
Magic Fist
Your Unarmed Strikes and Weapon Attacks (with Weapons you’re Proficient with) are treated as Magical for the sake of overcoming Resistances
Unyielding
When you are reduced to 0HP you can choose to ignore it, instead remaining at 1HP (even if the effect would instantly kill you instantly). You can utilize this feature once per Long Rest
School of Hard Knocks - Your training and experience in this life has granted you the benefits of being punched in the head repeatedly
You gain Resistance to Psychic Damage and gain Proficiency with Intelligence Saving Throws
Your Critical Hits grant you a Moxie Point back if you have less than your Maximum amount
Being Reduced to 0 HP grants you a Moxie Point if you have less than half your Maximum amount (you gain this bonus even if you utilize your Unyielding Feature)
If you roll Initiative without any Moxie Points remaining you gain 2
Subclass - These types of Fighting Styles change how a Pugilist approaches the world both in and out of combat, some pick up more brutal strikes while others utilize their charisma to modify their style, and some even pick up a companion to help their fighting
Bruiser - This rough and tumble street dweller takes things into their own fists, making trouble for all kinds of people who assert their authority over others while being capable enough to keep track of who that is
I
Steady Fighter I
Choose 2 of the following to gain Proficiency with (Insight, Investigation, Perception, or Survival). If you already selected one at 1st Level of this Class you can replace it from that list. Any Skills you select with this Feature become your Bruiser Skills
Whenever you roll one of these chosen Skills you can expend a Moxie Point to gain Advantage on the Roll
Bruiser’s Vigilance I
You have Advantage on all Rolls in the 1st Round of Combat (including Initiative)
II
Steady Fighter II
You gain another Bruiser Skill
Once per Short Rest you can use a Bonus Action to designate a Creature you can see as your Target, lasting for up to 1 Hour. This grants the following benefits
Advantage on Attack Rolls with Melee Attacks (that utilize your Proficiency Bonus)
They have Disadvantage on Attacks against you
You have Advantage on your Bruiser Skills when it involves your target
Bruiser’s Vigilance II
You cannot be Surprised
You gain 10 m of Movement Speed and do not Provoke Opportunity Attacks during the 1st Round of Combat
You gain Proficiency with Perception (or Expertise if you’re already Proficient)
III
Steady Fighter III
You can select another one of the listed skills form Grounded Fighter I to gain as your Bruiser Skills
Your Target has Disadvantage on Attacks Rolls against Creatures other than you and you have Advantage on your Damage Rolls as well
Bruiser’s Vigilance III
You have Low Light Vision up to 40m
You gain Expertise with Perception (or Insight if you already have Expertise)
Clinician - These Pugilists have found a more precise and steady set of tricks to lead their way to the front, easily striking hard and fast and repeatedly.
I
Bare Knuckle Critical I
Your Unarmed Strikes’ Critical Range increases by 1
Slip Strike
When you are hit by a Melee Attack you can use your Reaction to prep your counter. You reduce the damage by an amount equal to a roll of your Fisticuffs Die + your Constitution Modifier and you make an Unarmed Attack against them, doing bonus damage on a hit equal to what you rolled to reduce the Damage
II
Combo Striker
When you use your Bonus Action to activate the Old One-Two ability you can make 3 additional Unarmed Strikes instead of 2. If any of these Hit the target must make a Strength Saving Throw (DC = 8 + your Proficiency Bonus + your Strength Modifier) or be knocked Prone
Uppercut
Anytime you utilize a Moxie Point for or during an Unarmed Strike and Critically Strike you immediately regain the Moxie Point (Once per Turn)
III
Bare Knuckle Critical II
Your Unarmed Strikes’ Critical Range increases by 1
Float and Sting
Whenever you reduce an enemy Creature to 0HP you can utilize one ability which costs a Moxie Point on your next turn without expending a Moxie Point
Clutchmaster - This alternate form of Pugilist takes out opponents with not only their fists but also their specialized skills in grappling, shoving, and taking things down whenever they see fit
I
Muscle Mass I
You gain Proficiency in Athletics or Expertise if you’re already Proficient
You increase your Maximum HP by 3
Groundwork - You Gain the following 3 abilities to use with your Moxie Points
Compression Lock (1 Moxie) - Whenever you have a Creature Grappled at the start of your turn you can immediately deal Bludgeoning Damage equal to a Roll of your Moxie Die + your Constitution Modifier
Quick Pin (1 Moxie) - When an enemy moves away from your range and provokes an Opportunity Attack you can use your Reaction to attempt to Grapple that Creature. On a hit you deal Bludgeoning Damage equal to a Roll of your Moxie Die + your Constitution Modifier
To the Mat (1 Moxie) - You can use a Bonus Action to make an Athletics Check vs the AC of a Creature you’re within melee range of, on a Success you immediately Grapple your target and knock it prone
II
Muscle Mass II
When you have a Creature Grappled you gain half cover against all other creatures’ Attacks
When a Weapon Attack made by a creature you’re not grappling misses you then you can use your Reaction to have the attacker reroll their attack, if it would hit the AC of the creature you’re grappling then that creature takes the hit aimed for you
You increase your Maximum HP by 3
III
Muscle Mass III
You gain Expertise in Athletics or Mastery if you’re already an Expert
You increase your Maximum HP by 3
You now count as being one size larger for the purposes of Grappling and Shoving
You can move your full Movement Speed when you are dragging or carrying a Grappled creature your size of smaller
Dreadful - Even masters of the art of the fist can be tempted by foul magics which transcend the mortal plane, this corrupted force influences and enhances your techniques
I
Dreadful Magics - The influence of your magics clow through your body, granting you strange abilities
You learn one of the following languages of your Choice: Infernal, Jotun, Primordial, Subterran, or Sylvan
Your Dreadful Hand is a corruption which slowly consumes your body and enhances your abilities. You gain a number of Dreadful Slots that you can expend to utilize one of the options below, and can spend a Moxie Point to utilize any of them again
Blackhand Blast - Your Unarmed Attacks gain a 10m/100m Range this Turn and utilize your Spell Attack Bonus instead of your normal Roll
Furious Rampage - You can utilize this as a part of “The One-Two” Bonus Action, you make an additional 2 Attacks as a part of that Action. All Attack Rolls against you have Advantage until the start of your next turn
Perfect Aim - When you miss an Attack Roll you can make an additional Attack as a part of that Action
Repugnant Aura - When you take Elemental Damage you can use your Reaction to activate this Aura and gain Resistance to that Damage
Constitution is your Spellcasting Modifier for this Class’ Abilities
Spell Attack Bonus = your Proficiency Bonus + your Constitution Modifier
Spell Save DC = 8 + your Proficiency Bonus + your Constitution Modifier
You gain 1 Eldritch Invocation from the Warlock List that you meet the Requirements for, you can change this Selection every time you gain a Level in this Class. When you reach Level 7 in this Class you can have 2 Invocations and when you Reach Level 12 you can have 3 Invocations
Invocations that effect Eldritch Blast apply to your Blackhand Blast
You can utilize your Pugilist Level in exchange for the Warlock Level Requirement
II
Cryptic Blur I
You gain 2m of Movement Speed, when you take the Dash Action you gain additional 2m of Movement Speed
You do not Provoke Opportunity Attacks when you take the Dash Action
Grotesque Growth - Once per Short Rest you can harness your magic to enlarge yourself, becoming Large Size and gaining the benefits below. You can spend a Moxie Point to utilize this ability again, but also garner 1 Level of Exhaustion when this ability ends
Advantage on Strength Checks and Saves
Advantage on Constitution Saves
You have 4m of Reach
You gain 1d4 Base Damage to all Attacks
III
Cryptic Blur II
You gain an additional 2m of Movement Speed and another additional 2m to your Dash Action
You can make Opportunity Attacks against Creatures even if they take the Disengage Action
Vile - While all Pugilists are violent strikers there are those who take it to the mental level, striking out with cheap shots and foul words to take their foes down both inside and out
I
Foul Skillset
You gain Expertise with Intimidation Skill and can spend a Moxie Point to gain Advantage on any Intimidation Check
You gain Proficiency with Hand Crossbows
You reduce the Reload Property of Hand Crossbows by 1
Cheap Shot
When you use your Fisticuffs Feature to make an Unarmed Strike with your Bonus Action you can make an Attack with a Hand Crossbow instead
Utilizing your Hand Crossbow in this way does not give you Disadvantage when you make your Attack Roll and grants a Base Damage equal to your Dexterity Modifier
Vile Glare - You can utilize your Intimidating vision with your Bonus Action during Combat against a Target you can see within 10m
The DC for all of your Vile abilities = 8 + your Intimidation Bonus
The Target must make a Wisdom Save against your Vile DC, becoming Dazed and forcing them to have Disadvantage on all Attack Rolls on their next turn while you get Advantage on all Attack Rolls against them
II
Dirty Tricks - You can spend 1 Moxie Point to utilize any of the below abilities. If your target for these abilities succeeds on the Save then you don’t expend that Moxie Point
Heel Stomp - When you deal Damage with an Unarmed Strike or a Hand Crossbow Attack, you attempt to slow the creature you hit. It must make a Dexterity Saving Throw and on a Failure its Movement Speed is reduced by 2m for 1 Minute
Pocket Sand - You can use a Bonus Action to quickly deploy some loose dirt you find nearby. You select an adjacent Creature to make a Constitution Saving Throw, taking 1d6 Psychic Damage and becoming Blinded on a Failure until the end of its next turn. On a Success it only takes the Damage
Quick Feet - You move rapidly back and forth with your Moxie, granting all Attacks against you Disadvantage until the end of your next turn. If one of these Attacks hits you then you can make a Hand Crossbow Attack against your attacker without expending your Reaction
Vile Mind I
Your foul attitude resists the efforts of enemies, granting yourself Proficiency with Charisma Saves
III
Mean Spirited
You gain Mastery with Intimidation Checks
You can target 2 separate Creatures with your Vile Glare Feature
Once per Short Rest you can force a Creature that passed your Vile Glare Feature to reroll their Save
You now treat the Long Range of your Hand Crossbows as Standard Range
Vile Mind II
You gain Expertise with Charisma Saves