The Pugilist Class


LevelProficiency BonusFisticuffsMoxie PointsFeatures
1+21d6-Fisticuffs, Iron Chin
2+21d62Moxie, Street Smarts
3+21d62Unflinching, Subclass Feature
4+21d63Ability Score Improvement, Dip Deep
5+31d83Extra Attack, Haymaker
6+31d84True Fist, Subclass Improvemenet
7+31d84Fancy Footwork, Shake It Off
8+31d85Ability Score Improvement
9+41d105Unyielding, Subclass Advancement
10+41d106School 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

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