The Pugilist Class
Level | Proficiency Bonus | Fisticuffs | Moxie Points | Features |
---|---|---|---|---|
1 | +2 | 1d6 | - | Fisticuffs, Iron Chin |
2 | +2 | 1d6 | 2 | Moxie, Street Smarts |
3 | +2 | 1d6 | 2 | Unflinching, Subclass Feature |
4 | +2 | 1d6 | 3 | Ability Score Improvement, Dip Deep |
5 | +3 | 1d8 | 3 | Extra Attack, Haymaker |
6 | +3 | 1d8 | 4 | True Fist, Subclass Improvemenet |
7 | +3 | 1d8 | 4 | Fancy Footwork, Shake It Off |
8 | +3 | 1d8 | 5 | Ability Score Improvement |
9 | +4 | 1d10 | 5 | Unyielding, Subclass Advancement |
10 | +4 | 1d10 | 6 | School of Hard Knocks |
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
Armor: Light Armor
Weapons: Simple Weapons, Whips, Improvised Weapons, Hand Crossbows
Tools: Thieves’ Tools or your Choice of Gaming Tools or an Artisan Tools
Saves: Proficiency Fortitude, Training with Reflex
or Proficiency with Strength and Constitution Saves
Skills: Choose 3 Between Acrobatics, Athletics, Deception, Intimidation, Perception, Sleight of Hand, and Stealth
Equipment:
A Gambeson
Any 2 Simple Weapon
The Tools you selected to have Proficiency with
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.
When you use the Attack Action on your turn and make only Unarmed Strikes, Pugilist Weapon Attacks, Shoves, or Grapples then you can use your Bonus Action to make an Unarmed Attack
If you are Grappled by a Creature and use your Action to escape the Grapple you can make an Attack as a Bonus Action if you escape or to try and escape the Grapple again
Iron Chin
While you are wearing Light Armor (or no armor) and not wielding a Shield or Buckler your AC = 12 + your Constitution Modifier
When you would utilize your Intimidation Skill you add your Constitution Modifier to the Roll instead of Charisma
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 2 of these and regain them all whenever you finish a Short or Long Rest. You start with the following abilities…
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 Old 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
Stick and Move (1 Moxie) - You can use this ability as a Bonus Action to Dash twice your Movement Speed, and if you enter melee range with a Creature you can immediately make a Shove or Grapple attempt against them
Street Smarts - Your training never stops, carousing, shadowboxing, and sparring all become light activity for the purposes of resting
You always know what is happening in a city that you are in tune with. You can spend 1 Day of Downtime to hang out 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 bonuses of.
Unflinching
Whenever you are reduced to less than half your maximum HP you can immediately use your Reaction (but after taking the Damage) to gain Shielding equal to 3 x your Pugilist Level + your Constitution Modifier for up to 8 Hours. This Shielding stacks with the Shielding gained from your Brace up ability. Once you utilize this ability you can’t use it again until you finish a Long Rest.
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. As a Bonus Action you can pull all your stamina in, granting yourself Resistance to all non-magical Bludgeoning, Slashing, and Piercing Damage along with Cold, Fire, and Poison Damage until the start of your next turn. At the start of your next turn you gain 1 Level of Exhaustion. In addition, you can activate this ability as a Reaction if you haven’t used it already on your turn.
Extra Attack
When you take the Attack Action you can make 2 Attacks instead of 1
Haymaker
When you make an Unarmed Attack you can choose to reduce your accuracy in exchange for striking as hard as possible, giving yourself Disadvantage on the Attack Roll in exchange for not having to roll your Damage, instead you act as if you rolled the maximum damage on your Fisticuffs Die
True Fist
Your Unarmed Strikes are treated as Magical for the sake of overcoming Resistances or Immunity
Fancy Footwork
You gain Proficiency with Reflex Saves (or Dexterity Saving Throws)
Shake It Off
Whenever you are affected by the Blinded, Charmed, Dazed, Deafened, Frightened, or Slowed Conditions you can use your Action to automatically end this effect
Unyielding
Whenever you use your Unflinching Feature you can also activate this ability, which grants you a bonus to your Attack and Damage Rolls with your Unarmed Strikes and Pugilist Weapons equal to your Constitution Modifier. You cannot use this ability again until you finish a 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 and so you have Resistance to Psychic Damage and have Advantage on Saves against being Stunned or knocked Unconscious
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
Bloodfist 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
Bruiser Feature: Detective Work
Choose 2 of the following to gain Proficiency with (Insight, Investigation, Perception, or Survival) or 1 to gain Expertise with
Whenever you roll one of these chosen Skills you can expend a Moxie Point to gain Advantage on the Roll
Bruiser Feature: Ever Vigilant
You gain Advantage on Initiative Rolls
You have Advantage on Attack Rolls against Creatures who haven’t gone yet in Initiative
Bruiser Improvement: Sleuth Scrapping
You can use a Bonus Action and a Moxie Point to designate a Creature within 10m that you can see as your Suspect for up to 1 Hour. During this period you have Advantage on Attack Rolls with Unarmed Attacks or Pugilist Weapons against this target and can add your Proficiency Bonus when calculating your AC against this Creature’s Attacks. In addition, you have Advantage on any Checks using the Skill(s) you chose with your Detective Work Feature without requiring the use of another Moxie Point
Bruiser Advancement: Street Bruiser - You gain additional Bonuses when utilizing your Street Smarts feature as you are even more adept at moving through the streets
You cannot be Surprised and can add your Proficiency Bonus to your Initiative Rolls
You have Low Light Vision up to 40m
You can move twice as fast as normal in this settlement
You cannot be lost by even magical means
You can select another Skill from the Detective Work Feature, gaining Proficiency with that Skill (or Expertise if you’re already Proficient)
Dogged Striker - In the rough and tumble life this Pugilist has led they have managed to find 1 friend, a rough and dirty hound left on the streets to starve. They made an immediate bonded connection and have patrolled the streets together afterwards looking for scraps
Dogged Feature: The Best Friend - You gain a hound that accompanies you on your adventures and is friendly to you and your companions, following your commands with ease, with the stat block listed below. In combat it shares your initiative, can move and use its Reaction on its own but only takes the Dodge Action unless you use your Bonus Action to command it to take a different Action. Once per Short Rest you can spend 1 minute giving pets and scratches to your Hound and it regains HP equal to 2d6 + your Pugilist Level. In addition, if it has died within the last minute you can revive it to 1 HP by using your Action but can only do so once per Long Rest. If your Hound dies or is permanently separated from you in another way you can spend 8 Hours making a connection with a new Hound that you save. Its stats change as you gain Levels, and where your Proficiency Bonus is used it will be listed as PB. Finally, when you reach 5th and 9th Level of Pugilist the Hound gains an Ability Score Improvement that you can distribute
Hound Stats: HP (5 + 5* your Pugilist Level), AC (12 + PB), Movement Speed (15m)
Strength (14), Dexterity (14), Constitution (15), Intelligence (5), Wisdom (12), Charisma (13); Fortitude Save (2+PB), Reflex Sav e (2+PB), Will Save (1+PB)
Proficient with Athletics and Perception, Expert with Survival
Immune to being Charmed or Frightened; Low Light Vision (20m), Passive Perception (11+PB), Advantage on Perception Checks made with Smell
Pack Tactics - Has +4 to Attack and Damage Rolls when Attacking a Creature you’ve Attacked this turn
Vicious Bite - Its Bite Attack deals Magical Damage (when you reach 6th Level of Pugilist) for the sake of overcoming Resistance
Bite Attack - 2 + PB to Hit, Melee, deals 2d4 + PB Piercing Damage. The Creature must make a Fortitude Save (DC = 10 + PB) or be knocked prone
Dogged Feature: Mutt with Moxie - When you use your Moxie Points your Hound gets bonuses as well
Brace Up - Your Hound gains Shielding along with you
The Old One-Two - Your Hound has Advantage on Attacks against the target of these Unarmed Strikes
Stick and Move - Your Hound can Dash as a part of this ability (at its normal Movement Speed)
Dogged Improvement: Coordinated Attack
When you use the Old One-Two your Hound can use its Reaction to make an Attack against that same Creature
Your Hound gains the Pack Tactics bonus against Creatures your allies have Attacked, even if you haven’t Attacked that Creature
Dogged Advancement: Animal Defender
When a Creature targets the Hound with an Attack and you are in Range of them you can use your Reaction to make 2 Unarmed Strikes against that Creature. If a Creature targets you with an Attack then your Hound can utilize this ability to help you
Dread Hand - This style has forsaken the straight fights of their early life in exchange for a life saving encounter with a dreadful power who decided to make a pledge with them. However, this one isn’t an equal situation and comes with strings and goals attached to the use of their hand, which they must seek to work with
Dread Hand Feature: The Hand - Your Pledge manifests as one of your limbs mutates into a monstrous appearance dependent on the power you’ve pledged to. You can choose to utilize a Bonus Action to manifest this power, which lasts for 1 minute or if you are rendered unconscious. You can reuse this ability after completing a Short or Long Rest. While this Hand is activated you gain the following benefits
Once per turn you can reroll Damage for an Unarmed Strike, but must take the new roll
Oncer per turn if you miss with an Unarmed Strike you can reroll that die, but must take the new roll
If you take the Attack Action on your turn and utilize the Old-One Two you can make an additional Attack as a part of that Bonus Action
Once per use of the Hand you can reroll a natural 1 on an Attack Roll or Save
You gain a Climbing Speed equal to twice your Movement Speed
Dread Hand Feature: Black Magic
You gain the Warlock Feature: Eldritch Blast
This feature functions as a Warlock Cantrip for you. It requires Verbal and Somatic Components, has a Range of 40m, and requires you to make a Spell Attack Roll against a Creature you can see within Range, dealing 1d10 Force Damage on a hit. You can make an additional attack (as an additional bolt with a separate Attack Roll) as a part of this feature when you reach the 5th Level of this Class and gaining a third bolt at 10th Level. Your Spellcasting Modifier for this ability (and all other Dread Hand Magic) is Constitution
Spell Attack Bonus = your Proficiency Bonus + your Constitution Modifier
Spell Save DC = 8 + your Proficiency Bonus + your Constitution Modifier
You can choose between Abyssal, Infernal, or Sylvan; you learn how to speak, read, and write this language as a part of this power
You can Select any 2 Cantrips from the Warlock Spell List
Dread Hand Improvement: Improved Black Magic
You can select 2 Eldritch Invocations from the Warlock Invocations List, gaining an additional one at 5th, 7th, and 9th Levels. The requirements for these Invocations still apply, and you can count half your Pugilist Level as Warlock Levels for the sake of meeting requirements. You can replace a Invocation you know every time you gain a Level in this Class
You gain a 1st Level Spell from the Warlock Spell List, you have 1 Spell Slot to utilize this Spell. This Spell Slot comes back on a Short Rest. You can change this Spell every time you gain a Level in this Class and you gain access to 2nd Level Spells at 5th Level, while getting 3rd Level Spells at 9th Level
Dread Hand Advancement: Vile Growth
When you use The Hand Feature you can choose to grow into a towering form of foul features for up to 1 minute. Your size increases by one category, you have Advantage on Strength Checks, Fortitude Saves, increases your Reach to 4m, and your Melee Attacks deal an additional 1d6 Damage. After this effect ends you gain 1 Level of Exhaustion.
Piss & Vinegar - 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
Piss & Vinegar Feature: Foul Mouth
You gain Proficiency with the Intimidation Skill, or Expertise if you already have it
Piss & Vinegar Feature: Salty Salute
You can utilize your Bonus Action to target a Creature you can see within 20m that can hear you. It must make a Will Save. On a Failure it has Disadvantage on all Attacks which don’t target you until the end of your next turn.
The DC for all of your Piss & Vinegar abilities = 8 + your Proficiency Bonus + your Charisma Modifier)
Piss & Vinegar Feature: 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. If you do so you can expend a Moxie Point to gain Advantage on the Attack. If you critically strike with this Bonus Action Attack you regain 1 Moxie Point
Piss & Vinegar Improvement: 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 Stomper - 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 Reflex Save and on a Failure it has its Movement Speed halve for one minute.
Low Blow - When you deal Damage with an Unarmed Strike or a Hand Crossbow Attack you can choose to hit the Creature below the belt. It must make a Fortitude Save, being knocked Prone on a Failure.
Pocket Sand - You can use a Bonus Action to quickly deploy some loose dirt you find nearby. A Creature you select within 2m must make a Fortitude Save, becoming blinded on a Failure until the end of its next turn
Piss & Vinegar Advancement: Mean Spirit
When you make an Intimidation Check you can use your Reaction and spend 1 Moxie to give yourself Advantage on the Roll. In addition, when a Creature makes a Save against one of your Piss & Vinegar features you can use your Reaction and spend 1 Moxie to give the target Disadvantage on the Roll.
Squared Circle - 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
Squared Circle Feature: Muscle Mass
You gain Proficiency in Athletics or Expertise if you’re already Proficient
Squared Circle Feature: Groundwork - You Gain the following 3 abilities to use with your Moxie Points
Compression Lock (1 Moxie) - Whenever you have a Creature Grappled and it breaks out of it you can use your Reaction to force it to reroll a new d20 and take that roll instead
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
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
Squared Circle Improvement: Meat Shield
When you have a Creature Grappled you gain half cover against all other creatures.
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
Squared Circle Advancement: Heavyweight
You now count as being one size larger for the purposes of grappling and shoving. In addition, you can move your full Movement Speed when you are dragging or carrying a grappled creature your size of smaller
You gain an additional 10 Maximum HP
The Sweet Science - 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.
Sweet Science Feature: Bare Knuckle Critical
When using Unarmed Strikes you Critical Chance increases by 1, increasing by 1 again at 9th Level
Sweet Science Feature: Cross and Counter
When you are targeted by a Melee Attack you can prep your counter, using your Reaction and a Moxie Point to reduce the Damage by 1d10 + your Constitution Modifier. If this reduces the Damage to 0 you can make an Unarmed Attack against that Creature, doing bonus damage equal to a Roll of your Moxie Die. If you critically strike against the target you regain the Moxie Point you expended to utilize this ability
Sweet Science Improvement: 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 Fortitude Save (DC = 8 + your Proficiency Bonus + your Strength Modifier) or be knocked Prone
Sweet Science Advancement: Float and Sting
Whenever you reduce an enemy Creature to 0HP you regain a Moxie Point