Pugilist Class
Pugilist Class
Pugilist Class
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 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
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 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.
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
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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.
Classes | Pugilist
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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.
Classes | Pugilist
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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)
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.
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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