Pugilist Class

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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.

Swagger for Days


Pugilists unconsciously tap into their own inner
strength in the form of an energy called moxie. This is
not an esoteric or mystical energy that flows through the
multiverse but the result of determination forged over 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 doesnt come from disciplined study or rigorous
training, it comes from years of wanting and needing.
Using this energy, pugilists can withstand attacks that
would down lesser heroes and hit harder and faster
than their armed opponents.

Life on the Street


Every city in the worlds of D&D have its back alleys, its
underground fighting rackets, its ghettos. The pugilists
who live in these places dont 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 theyre fortunate enough to have
that, their next drink, bedfellow, or flophouse.

Classes | Pugilist
2
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 Down but Not Out
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

For pugilists, becoming an adventurer might be the Class Features


only way out of whatever miserable situation theyve As a pugilist, you gain the following class features.
been stuck in since infancy. For others, getting lost out
in the world is the only way to escape the tangled web Hit Points
of debt or enemies theyve piled up. Other pugilists Hit Dice: 1d8 per pugilist level
fight because its the only thing they know how to do. Hit Points at 1st Level: 8 + your Constitution modifier
Whatever the reason for their adventuring, pugilists use Hit Points at Higher Levels: 1d8 (or 5) + your
their fists and boundless determination to achieve their Constitution modifier per pugilist level after 1st
goals and uphold their ideals.
Proficiencies
Creating a Pugilist Armor: Light armor
Weapons: Simple weapons, improvised weapons, whip,
As you build your pugilist, consider how you came to hand crossbow
be a bare knuckle brawler. Did you learn to fight to Tools: One artisans tools or gaming set or thieves tools
defend yourself? Was scraping the natural result of your
nose for trouble? Or did you learn to fight as a way of Saving Throws: Strength, Constitution
intimidating and controlling others? Were you fighting Skills: Choose two skills from Acrobatics, Athletics,
for the entertainment of others or did you fight because Deception, Intimidation, Perception, Sleight of Hand
you had to? Did you try to become a monk but just and Stealth.
couldnt hack it? Pugilists are a rowdy bunch that like to
brag about how they learned to fight so you better have a Equipment
good story to tell. You start with the following equipment in addition to the
What events in your life gave you the sheer equipment gained by your background:
determination and will that pugilists call on? Did you
spend every day hustling on the street to make ends (a) leather armor or (b) any simple weapon
meet? Were you forgotten and ignored by your family, (a) a dungeoneers pack or (b) an explorers pack
left to make your own entertainment? Were you an (a) a set of artisans tools (b) a gaming set or (c)
outsider in your community who had to constantly thieves tools
struggle against the ignorant stereotypes that people
there had of you? The most important element of the
pugilist is that they are driven. Once you have decided
what events made you into the pugilist you are today,
decide how thats going to shape the actions you take in
the future.

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
3
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 than
taverns have given you mastery over combat styles that half of your maximum hit points you gain your pugilist
use unarmed strikes and pugilist weapons, which are level + your Constitution modifier in temporary hit
simple melee weapons without the two-handed property, points and regain all expended moxie points. You cannot
whips, and improvised weapons. You may not use the use this feature again until you complete a short or long
finesse property of a weapon while using it as a pugilist rest.
weapon.
You gain the following benefits while you are unarmed
or using only pugilist weapons and you are wearing light Fight Club
or no armor and not using a shield: Starting at 3rd level, your style is exemplified in a fight
You can roll a d6 in place of the normal damage of club: the Squared Circle or the Sweet Science, both
your unarmed strike or pugilist weapon. This die detailed at the end of the class description. Your fight
changes as you gain pugilist levels, as shown in the club grants you features at 3rd level and again at 6th,
Fisticuffs column on the Pugilist table. 11th, and 17th level.
When you use the Attack action with an unarmed
strike or a pugilist weapon on your turn, you can make
one unarmed strike or grapple as a bonus action. Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th,
Iron Chin and 19th level, you can increase one ability score of your
choice by 2, or you can increase two ability scores of
Starting at 1st level, you can add your constitution your choice by 1. As normal, you cant increase an ability
modifier instead of your dexterity modifier to determine score above 20 using this feature.
your armor class when you are wearing light or no
armor and are not using a shield.
Dig Deep
Moxie Starting at 4th level, you discover a strength inside
you that cant be broken. As a bonus action you gain
Starting at 2nd level, your experience laying the resistance to bludgeoning, piercing, and slashing
beatdown on others has given you a moxie you damage for one minute. At the end of that minute you
can channel in the midst of battle. This swagger is gain a level of exhaustion.
represented by a number of moxie points. Your pugilist
level determines the maximum number of points you
have, as shown in the Moxie Points column of the Extra Attack
Pugilist table. Beginning at 5th level, you can attack twice, instead of
You can spend these points to fuel various moxie once, whenever you take the Attack action on your turn.
features. You start knowing three such features: brace
up, the old one-two, and stick and move. You learn
more moxie features as you gain levels in this class. You
regain all expended moxie points when you complete a
short or long rest.

Brace Up
You can use a bonus action and spend 1 moxie point to
brace for attacks. Roll your fisticuffs die + your pugilist
level + your Constitution modifier and gain that many
temporary hit points.

The Old One-Two


Immediately after you take the Attack action on your
turn, you can spend 1 moxie point to make two unarmed
strikes as a bonus action.

Stick and Move


You can use a bonus action and expend 1 moxie point to
make a shove attack or the Dash action.

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 caroused in
a settlement for 8 hours or more, 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
4
Haymaker Fighting Spirit
Starting at 5th level, before you make an attack roll with Starting at 18th level, when you have 4 levels of
an unarmed strike or pugilist melee weapon attack that exhaustion or fewer and are reduced to 0 hit points you
does not already have disadvantage you can declare you regain half of your maximum hit points, half of your
are swinging wild haymakers. You make all attack rolls maximum moxie points, and gain a level of exhaustion.
until the end of this turn with disadvantage and when You cannot use this feature again until you complete a
you deal damage you do not roll for damage but use the long rest.
maximum die result instead.

Peak Physical Condition


Moxie-Fueled Fists At 20th level, your Strength and Constitution ability
Starting at 6th level, your unarmed strikes count as scores increase by 2 to a maximum of 22. Additionally,
magical for the purpose of overcoming resistance and when you take a long rest you recover 2 levels of
immunity to non-magical attacks and damage. exhaustion instead of 1 and you regain all your
expended hit dice instead of half your expended hit dice.
Fancy Footwork
At 7th level, you gain proficiency in Dexterity saving Fight Clubs
throws. Despite the name, fight clubs are not formal fraternities
or sororities but collections of pugilists who, by
training or happenstance, share a similar style. In
Shake It Off some D&D worlds, fight clubs can tell you a lot about
Starting at 7th level, you can use your action to end one where a person comes from while in others there
effect on yourself that is causing you to be charmed or are representatives of many fighting styles in all
frightened. metropolitan areas.

Down but Not Out the Squared Circle


At 9th level, when you use your Bloodied but Unbowed Pugilists who fight in the Squared Circle know you
feature you can choose to also use this feature. If you dont have to knock an opponent senseless to get them
do, you add your proficiency bonus to your damage to submit. Of course, members of the squared circle
with unarmed attacks and pugilist weapons for the do beat their opponents senseless, they just know they
next minute. You can use this feature again after you dont have to.
complete a long rest.
Groundwork
Starting when you choose this fight club at 3rd level, you
School of Hard Knocks gain the following additional moxie features.
Compression Lock. When a creature attempts to
By 10th level, youve graduated top of the class at the
break a grapple with you and succeeds, you can use your
school of hard knocks and you took most of them on the
reaction and spend 1 moxie point to force the creature
head. You have resistance to psychic damage and gain
to roll again. The creature must use the second result.
advantage on saving throws against effects that would
Quick Pin. When a hostile creatures movement
make you stunned or unconscious.
provokes an opportunity attack from you, you can
use your reaction and spend 1 moxie point to make a
Rabble Rouser grapple attack instead of an opportunity attack.
To the Mat. You can use a bonus action and spend 1
Starting at 13th level, word of your exploits travels moxie point to make a grapple attack against a creature
quickly in cities and other settlements. Once you have within range. If successful, the creature is also knocked
taken a long rest by carousing in a settlement you gain prone.
advantage on all Charisma (Persuasion) and Charisma
(Intimidation) rolls made against the people who live
Meat Shield
there.
At 6th level, when you have an enemy creature grappled
you gain half cover against all attacks made against you
Unbreakable by a creature you are not grappling. When a weapon
attack made by a creature you are not grappling misses
Starting at 14th level, you gain advantage on Strength, you, you may use your reaction and spend 1 moxie point
Dexterity, and Constitution saving throws. Additionally, to have that creature make the same attack with a new
whenever you make a saving throw and fail, you can roll against an enemy creature you are grappling.
spend 1 moxie point to reroll it and take the second
result. Heavyweight
At 11th level, you count as one size larger than you are
Herculean for the purposes of grappling. In addition, you can move
your full movement speed when you are dragging or
At 15th level, your carrying capacity is doubled, your carrying a grappled creature your size or smaller.
jump height and distance are doubled, and when you
deal damage to an inanimate object that damage is
doubled.

Classes | Pugilist
5
PDF compiled, edited and designed to resemble the official Players Handbook by Ners
Clean Finish
At 17th level, your mastery of grappling reaches its peak.
New Equipment & Magic
While you have a creature grappled you gain advantage
on all attacks against it. Additionally, when you make
Items
DMs including the Pugilist class in their campaign
an unarmed strike or pugilist weapon attack against a might also consider using the following new equipment
creature you have grappled you score a critical hit on a and magic items as well.
roll of 19 or 20.

New Weapons
the Sweet Science
Consider the following weapons additions to the
Pugilists who practice the Sweet Science hit hard, fast, weapons list presented on page 149 of the Players
and often. This style is sometimes used by fighters who Handbook.
battle for the entertainment of the upper classes, but is
just as often practiced in the backalleys and the bars by
those whose next breath depends on a knockout.
Weapons
Cross Counter
Starting when you choose this fight club at 3rd level, you Name Cost Damage Properties
can block the brunt of an attack and launch one of your Simple Melee Weapons
own in the same fluid motion. You can use your reaction
Brass Knuckles 5 sp 1d4 bludgeoning light
and spend 2 moxie points to reduce the damage of a
Cats Claws 5 sp 1d4 slashing light
melee weapon attack made against you by 1d10 + your
Strength modifier + your pugilist level. Katar 5 sp 1d4 piercing light
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.
New Magic Items
One, Two, Three, Floor DMs may wish to use the following new magic items in
At 6th level, when you use your bonus action to use the their campaigns.
Old One-Two and both attacks are successful you can
immediately spend 1 moxie point to make an additional Everfull Stein
attack with an unarmed strike as part of that bonus Wondrous item, uncommon
action. If you hit with this additional attack you deal no
damage and the creature is knocked prone. This large ceramic stein is decorated with dwarven
glyphs and topped with a brass metal lid that can be
Float Like a Butterfly, Sting Like a Bee opened by thumb lever. While the lid is closed and the
At 11th level, when you reduce damage from an attack stein is empty, the owner need only name a non-magical
to 0 and successfully hit an enemy creature using your ale, beer, or mead he has had before and the stein fills
Cross Counter feature you regain 1 moxie point. with that brew.

Knock Out Leather Jerkin, +1, +2, or +3


At 17th level, when you hit with an unarmed strike or Wondrous item, rare (+1), very rare (+2), or legendary
pugilist weapon you can spend 1 or more moxie points (+3)
to try to knock out the opponent instead of dealing
damage. Roll 3d12 + 1d12 for every moxie point spent You have a bonus to AC while you are unarmored and
after the first + your pugilist level; if the total is equal to wearing this garment. The bonus is determined by its
or greater than the creatures remaining hit points, it is rarity.
unconscious for 10 minutes.
Loaded Dice
Wondrous item, very rare (requires attunement)
Pugilist & Multiclassing
Pugilists follow all the normal rules for multiclassing. This set of six sided dice are indistinguishable from
The following tables function as additions to those listed mundane dice but blessed with good fortune. After
on page 163 and 164 of the Players Handbook. you make an ability check, attack roll, or saving throw
but before the DM declares whether it was a success
Multiclassing Prerequisites or failure you can expend 1 charge to reroll the d20.
Loaded dice can have up to 6 charges and regain 1d6
Class Ability Score Minimum charges each week.
Pugilist Strength 13 and Constitution 13 Additionally, if used to play a dice game the owner
of the dice has advantage on any ability check to
Multiclassing Proficiencies determine the winner of the game.
Class Proficiencies Gained
Pugilist Light armor, improvised weapons

Classes | Pugilist
6
Medallion of Mettle
Wondrous item, rare (requires attunement)
Nonplayer Characters
Included here are several nonplayer characters that can
serve as Pugilist inspired foes for use in your campaign.
This ostentatious medallion draws the eye of even
casual onlookers. Whenever you gain temporary hit
points you gain an additional 1d6 temporary hit points.

Penitent Pummelers
Weapon (brass knuckles, cats claws, or katar), rare
(requires attunement)

These weapons are made of gold and etched with a


holy symbol over each knuckle. You gain a +1 to attack
and damage rolls with this magic weapon. When you
deal damage to a fiend or undead creature you deal an
additional 1d6 radiant damage.

Poundwise Porter
Potion, very rare
This potion is thick and so dark brown it is nearly black.
For one minute after consuming this potion you gain +3
to damage with unarmed attacks.

Prehensile Whip
Weapon (whip), rare (requires attunement)

When not in use this whip looks like any other but when
wielded by an attuned creature the weapon moves with
purpose and articulation that betrays its magical nature.
You gain a +1 to attack and damage rolls with this magic
weapon. When you hit a creature or object with this
weapon you may use your reaction to make a grapple
attack against it using the whip instead of a free hand.
While grappled in this way, your reach is considered 10
feet.

Thunder Knuckles
Weapon (brass knuckles, cats claws, or katar), very rare
(requires attunement)
DUNGEONS & DRAGONS, D&D, Wizards of the
These weapons are made of blue cobalt rings with a Coast, Forgotten Realms, the dragon ampersand,
silver knuckle guard in the shape of a cloudbank. When Players Handbook, Monster Manual, Dungeon Masters
attuned to, the cloudbank darkens and shifts constantly Guide, D&D Adventurers League, all other Wizards of
across the knuckles of its wearer occasionally the Coast product names, and their respective logos
illuminating briefly as miniature lightning bolts are trademarks of Wizards of the Coast in the USA
harmlessly crackle within the clouds. and other countries. All characters and their distinctive
You gain a +2 bonus to attack and damage rolls made likenesses are property of Wizards of the Coast. This
with this magic weapon. When you attack a creature material is protected under the copyright laws of
with this magic weapon and roll a 20 they take an the United States of America. Any reproduction or
additional 8 thunder damage and must succeed on a unauthorized use of the material or artwork contained
Strength saving throw (DC 16) or fall prone. herein is prohibited without the express written
permission of Wizards of the Coast.

2016 Wizards of the Coast LLC, PO Box 707,


Renton, WA 98057-0707, USA. Manufactured by
Hasbro SA, Rue Emile-Bochat 31, 2800 Delmont, CH.
Represented by Hasbro Europe, 4 The Square, Stockley
The Pugilist Class by Park, Uxbridge, Middlesex, UB11 1ET, UK.
Benjamin Huffman
Sterling Vermin Adventuring Co. This work contains material that is copyright Wizards
of the Coast and/or other authors. Such material is
Art Credits in Order of Appearance used with permission under the Community Content
Barn by Ners Agreement for Dungeon Masters Guild.
Pack a Punch by Aly Flock
Dark Sky by Ners All other original material in this work is copyright
Brass Knuckles by Ners 2016-2017 by Benjamin Huffman and published under
Tavern Tussler by Michael Lee Harris the Community Content Agreement for Dungeon
Dice by Ners Masters Guild.
The Boxer by Spelljammer

Classes | Pugilist
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PDF compiled, edited and designed to resemble the official Players Handbook by Ners
Classes | Pugilist
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