Pugilist Class v1.2 BenjaminHuffman
Pugilist Class v1.2 BenjaminHuffman
Pugilist Class v1.2 BenjaminHuffman
1
PDF compiled, edited and designed to resemble the official Players Handbook by Ners
Pugilist
Arrows rain down around her as she runs towards the
hobgoblins. Desperate to close the distance, the half-orc
fights through the sting of a dozen cuts to reach her foes.
The pain only makes her stronger. As she descends on
the hobgoblins she swings wildly, knocking hobgoblins
to their feet and sending the rest scattering before her.
He braces himself for the impact as the orc rushes
him. Then the orc makes a mistake, telegraphing its
next move, and thats all the opening the human needs.
He ducks beneath the orcs wide swing then raises both
hands high above his head and brings them down on the
orcs back, throwing the brute to the ground.
The dwarf smiles broadly and chuckles as the petty
noble raises his hand to strike him for the impudent
remark. Quick as a flash the dwarf shatters the bottle in
his hand against the bar and puts it between himself and
the noble. The noble flinches, stumbles backward, and
runs away as the dwarf turns back to the bar to order
another round.
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.
Classes | Pugilist
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The Pugilist
Proficiency Moxie
Level Bonus Fisticuffs Points Features
1st +2 1d6 __ Fisticuffs, Iron Chin
2nd +2 1d6 2 Moxie, Street Smart
3rd +2 1d6 2 Bloodied but Unbowed, Fight Club
4th +2 1d6 3 Ability Score Improvement, Dig Deep
5th +3 1d8 3 Extra Attack, Haymaker
6th +3 1d8 4 Fight Club improvement, Moxie-Fueled Fists
7th +3 1d8 4 Fancy Footwork, Shake it Off
8th +3 1d8 5 Ability Score Improvement
9th +4 1d8 5 Bloodied but Unbowed improvement
10th +4 1d8 6 School of Hard Knocks
11th +4 1d10 6 Fight Club improvement
12th +4 1d10 7 Ability Score Improvement
13th +5 1d10 7 Rabble Rouser
14th +5 1d10 8 Unbreakable
15th +5 1d10 8 Herculean
16th +5 1d10 9 Ability Score Improvement
17th +6 1d12 9 Fight Club improvement
18th +6 1d12 10 Fighting Spirit
19th +6 1d12 10 Ability Score Improvement
20th +6 1d12 12 Peak Physical Condition
Quick Build
You can make a pugilist quickly by following these
suggestions. First, make Strength your highest ability
score, followed by Constitution. Second, choose the
criminal or urchin background.
Classes | Pugilist
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PDF compiled, edited and designed to resemble the official Players Handbook by Ners
Fisticuffs Bloodied but Unbowed
At 1st level, your years of fighting in back alleys and Starting at 3rd level, when you are reduced to less
taverns have given you mastery over combat styles that than half of your maximum hit points you gain your
use unarmed strikes and pugilist weapons, which are pugilist level + your Constitution modifier in temporary
simple melee weapons without the two-handed property, hit points. You cannot use this feature again until you
whips, and improvised weapons. You may not use the complete a short or long rest.
finesse property of a weapon while using it as a pugilist At 9th level, when you use this feature you also
weapon. add half your proficiency bonus to your damage with
You gain the following benefits while you are unarmed unarmed attacks and pugilist weapons for 1 minute.
or using only pugilist weapons and you are wearing light
or no armor and not using a shield:
You can roll a d6 in place of the normal damage of Fight Club
your unarmed strike or pugilist weapon. This die Starting at 3rd level, your style is exemplified in a fight
changes as you gain pugilist levels, as shown in the club: the Squared Circle or the Sweet Science, both
Fisticuffs column on the Pugilist table. detailed at the end of the class description. Your fight
When you use the Attack action with an unarmed club grants you features at 3rd level and again at 6th,
strike or a pugilist weapon on your turn, you can make 11th, and 17th level.
one unarmed strike or grapple as a bonus action.
Brace Up
You can use a bonus action and spend 1 moxie point
to brace for attacks. Roll your fisticuffs die + your
proficiency modifier + your Constitution modifier and
gain that many temporary hit points.
Street Smart
Beginning at 2nd level, carousing, shadowboxing, and
sparring all count as light activity for the purposes of
resting for you. Additionally, once you have completed
a long rest in a city you know all public locations in the
city as if you were born and raised there and you cannot
be lost by non-magical means while within the city.
Classes | Pugilist
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Haymaker Peak Physical Condition
Starting at 5th level, before you make an attack roll with At 20th level, your Strength and Constitution ability
an unarmed strike or pugilist melee weapon attack that scores increase by 2 to a maximum of 22. Additionally,
does not already have disadvantage you can declare you when you take a long rest you recover 2 levels of
are swinging wild haymakers. You make all attack rolls exhaustion instead of 1 and you regain all your
until the end of this turn with disadvantage and when expended hit dice instead of half your expended hit dice.
you deal damage you do not roll for damage but use the
maximum die result instead.
Fight Clubs
Despite the name, fight clubs are not formal fraternities
Moxie-Fueled Fists or sororities but collections of pugilists who, by
Starting at 6th level, your unarmed strikes count as training or happenstance, share a similar style. In
magical for the purpose of overcoming resistance and some D&D worlds, fight clubs can tell you a lot about
immunity to non-magical attacks and damage. where a person comes from while in others there
are representatives of many fighting styles in all
metropolitan areas.
Fancy Footwork
At 7th level, you gain proficiency in Dexterity saving the Squared Circle
throws.
Pugilists who fight in the Squared Circle know you
dont have to knock an opponent senseless to get them
Shake It Off to submit. Of course, members of the squared circle
Starting at 7th level, you can use your action to end one do beat their opponents senseless, they just know they
effect on yourself that is causing you to be charmed or dont have to.
frightened.
Groundwork
Starting when you choose this fight club at 3rd level, if
School of Hard Knocks you are proficient in Athletics your proficiency bonus is
doubled when using Athletics to grapple, shove, or resist
By 10th level, youve graduated top of the class at the
either of those maneuvers.
school of hard knocks and you took most of them on the
Compression Lock. When a creature attempts to
head. You have resistance to psychic damage and gain
break a grapple with you and succeeds, you can use your
advantage on saving throws against effects that would
reaction and spend 1 moxie to force the creature to roll
make you stunned or unconscious.
again. The creature must use the second result.
Quick Pin. When a hostile creatures movement
Rabble Rouser provokes an opportunity attack from you, you can
use your reaction and spend 1 moxie point to make a
Starting at 13th level, word of your exploits travels grapple attempt instead of an opportunity attack.
quickly in cities and other settlements. Once you have To the Mat. You can use a bonus action and spend 1
taken a long rest by carousing in a settlement you gain moxie point to make a grapple attack against a creature
advantage on all Charisma (Persuasion) and Charisma adjacent to you. If successful you may make a shove
(Intimidation) rolls made against the people who live attack against the same creature as part of the same
there. bonus action.
Classes | Pugilist
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PDF compiled, edited and designed to resemble the official Players Handbook by Ners
the Sweet Science The Pugilist Class by
Benjamin Huffman
Pugilists who practice the Sweet Science hit hard, fast,
http://sterlingvermin.com/
and often. This style is sometimes used by fighters who
battle for the entertainment of the upper classes, but is
Art Credits in Order of Appearance
just as often practiced in the backalleys and the bars by
Barn by Ners
those whose next breath depends on a knockout.
Pack a Punch by Aly Flock
Brass Knuckles by Ners
Cross Counter Dark Sky by Ners
Starting when you choose this fight club at 3rd level, you Dice by Ners
can block the brunt of an attack and launch one of your Tavern Tussler by Michael Lee Harris
own in the same fluid motion. You can use your reaction The Boxer by Spelljammer
and spend 2 moxie points to reduce the damage of a
melee weapon attack made against you by 1d10 + your DUNGEONS & DRAGONS, D&D, Wizards of the
Strength modifier + your pugilist level. Coast, Forgotten Realms, the dragon ampersand, and
If you reduce the damage to 0, you can make an all other Wizards of the Coast product names, and their
unarmed strike or pugilist weapon attack against a respective logos are trademarks of Wizards of the Coast
creature within range as part of the same reaction. in the USA and other countries.
One, Two, Three, Floor This work contains material that is copyright Wizards
At 6th level, when you use your bonus action to use the of the Coast and/or other authors. Such material is
Old One-Two and both attacks are successful you can used with permission under the Community Content
immediately spend 1 moxie point to make an additional Agreement for Dungeon Masters Guild.
attack with an unarmed strike as part of that bonus
action. If you hit with this additional attack you deal no All other original material in this work is copyright
damage and the creature is knocked prone. 2016 by Benjamin Huffman and published under the
Community Content Agreement for Dungeon Masters
Float Like a Butterfly, Sting Like a Bee Guild.
At 11th level, when you reduce damage from an attack
to 0 and successfully hit an enemy creature using your
Cross Counter feature you regain 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 3d12 + 1d12 for every moxie point spent
after the first + your pugilist level; if the total is equal to
or greater than the creatures remaining hit points, it is
unconscious for 10 minutes.
Multiclassing Prerequisites
Class Ability Score Minimum
Pugilist Strength 13 and Constitution 13
Multiclassing Proficiencies
Class Proficiencies Gained
Pugilist Light armor, improvised weapons
Classes | Pugilist
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