Pugilist Class
Pugilist Class
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 snarling pack she swings wildly, knocking several
hobgoblins off their feet and sending the rest scattering
before her.
The human braces himself for the impact as the
orc rushes him. Then the monster makes a mistake,
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telegraphing its next move, and that’s all the opening the
human needs. He ducks beneath the orc’s wide swing then
raises both hands high above his head and brings them
down on the orc’s back, forcing the brute to the ground.
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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 feature,
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 meet? Were you forgotten and ignored by your family?
11th +4 1d10 6 Fight Club feature Were you an outsider in your community who had to
12th +4 1d10 7 Ability Score constantly struggle against the ignorant stereotypes the
Improvement people there had of you? The most important element
13th +5 1d10 7 Rabble Rouser of the pugilist is that they are driven. Once you have
decided what events made you into the pugilist you are
14th +5 1d10 8 Unbreakable
today, decide how that may shape the actions you take in
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15th +5 1d10 8 Herculean the future.
16th +5 1d10 9 Ability Score
Improvement Quick Build
17th +6 1d12 9 Fight Club feature You can make a pugilist quickly by following these
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18th +6 1d12 10 Fighting Spirit suggestions. First, make Strength your highest ability
19th +6 1d12 10 Ability Score score, followed by Constitution. Second, choose the
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Class Features
As a pugilist, you gain the following class features.
Hit Points
Hit Dice: 1d8 per pugilist level
Hit Points at 1st Level: 8 + your Constitution modifier
For pugilists, becoming an adventurer might be the Hit Points at Higher Levels: 1d8 (or 5) + your
only way out of whatever miserable situation they’ve Constitution modifier per pugilist level after 1st
been stuck in since infancy. For others, getting lost out
in the world is an escape from the tangled web of debt or
enemies they’ve piled up. Other pugilists fight because
Proficiencies
Armor: Light armor
it’s the only thing they know how to do. Whatever the
Weapons: Simple weapons, improvised weapons, whip,
reason for their adventuring, pugilists are as excited by
hand crossbow
the prospect of throwing punches as they are spending
Tools: Your choice of one artisan’s tools, gaming set, or
every last gold coin they earn.
thieves’ tools
Classes | Pugilist
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Fisticuffs Bloodied But Unbowed
At 1st level, your years of fighting in back alleys and Starting at 3rd level, when you take damage that
taverns have given you mastery over combat styles that use reduces you to half your maximum hit points or less, you
unarmed strikes and pugilist weapons, which are simple can use your reaction to gain temporary hit points equal
melee weapons without the two-handed property, whips, to your pugilist level + your Constitution modifier and
and improvised weapons. You may not use the finesse you regain all expended moxie points. You cannot use
property of a weapon while using it as a pugilist weapon. this feature again until you finish a short or long rest.
You gain the following benefits while you are unarmed
or using only pugilist weapons and you are wearing light
or no armor and not using a shield: Fight Club
Starting at 3rd level, you choose a fight club that best
• You can roll a d6 in place of the normal damage of exemplifies your style: the Squared Circle, or the Sweet
your unarmed strike or pugilist weapon. This die Science, all detailed at the end of the class description.
changes as you gain pugilist levels, as shown in the Additional fight clubs are available in the Your fight club
Fisticuffs column on the Pugilist table. grants you features at 3rd level and again at 6th, 11th,
• When you use the Attack action with an unarmed and 17th level.
strike or a pugilist weapon on your turn, you can make
one unarmed strike or grapple as a bonus action.
Ability Score Improvement
Iron Chin When you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can increase one ability score of your
Beginning at 1st level, you can use Constitution instead choice by 2, or you can increase two ability scores of
of Dexterity to determine your armor class when you are your choice by 1. As normal, you can’t increase an ability
wearing light or no armor and are not using a shield. score above 20 using this feature.
Classes | Pugilist
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Down But Not Out Peak Physical Condition
At 9th level, when you use your Bloodied But Unbowed At 20th level, your Strength and Constitution ability
feature you can choose to also use this feature. If you scores increase by 2 to a maximum of 22. Additionally,
do, you add your proficiency bonus to your damage when you take a long rest you recover 2 levels of
with unarmed attacks and pugilist weapons for the exhaustion instead of 1 and you regain all your
next minute. You can use this feature again after you expended hit dice instead of half your expended hit dice.
complete a long rest.
Rabble Rouser
The Squared Circle
Starting at 13th level, word of your exploits travels quickly
in cities and other settlements. Once you have taken a Pugilists who fight in the Squared Circle know you
long rest by carousing in a settlement, you gain advantage don’t have to knock an opponent senseless to get them
on all Charisma (Persuasion) and Charisma (Intimidation) to submit. Of course, members of the Squared Circle
rolls made against the people who live there. do beat their opponents senseless, they just know they
don’t have to.
Unbreakable Groundwork
Starting at 14th level, you gain advantage on Strength, Starting when you choose this fight club at 3rd level, you
Dexterity, and Constitution saving throws. Additionally, gain the following additional moxie features.
Compression Lock. When a creature attempts to
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whenever you make a saving throw and fail, you can
spend 1 moxie point to reroll it and take the second result. break a grapple with you and succeeds, you can use your
reaction and spend 1 moxie point to force the creature
to roll again. The creature must use the second result.
Herculean
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Heavyweight
At 11th level, you count as one size larger than you are
for the purposes of grappling. In addition, you can move
your full movement speed when you are dragging or
carrying a grappled creature your size or smaller.
Clean Finish
At 17th level, your mastery of grappling reaches its peak.
While you have a creature grappled, you gain advantage
on all attacks against it. Additionally, when you make
an unarmed strike or pugilist weapon attack against a
creature you have grappled, you score a critical hit on a
roll of 19 or 20.
Classes | Pugilist
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The Sweet Science Pugilist & Multiclassing
Pugilists who practice the Sweet Science hit hard, fast, Pugilists follow all the normal rules for multiclassing.
and often. This style is sometimes used by fighters who The following tables function as additions to those listed
battle for the entertainment of the upper classes, but is on page 163 and 164 of the Player’s Handbook.
just as often practiced in the back alleys and the bars by
those whose next breath depends on a knockout. Multiclassing Prerequisites
Class Ability Score Minimum
Cross Counter Pugilist Strength 13 and Constitution 13
Starting when you choose this fight club at 3rd level, you
can block the brunt of an attack and launch one of your Multiclassing Proficiencies
own in the same fluid motion. You can use your reaction Class Proficiencies Gained
and spend 2 moxie points to reduce the damage of a Pugilist Light armor, improvised weapons
melee weapon attack made against you by 1d10 + your
Strength modifier + your pugilist level.
If you reduce the damage to 0, you can make an Credits
unarmed strike, or pugilist weapon attack, against a Product Lead: Benjamin Huffman
creature within range as part of the same reaction. Sterling Vermin Adventuring Co.
One, Two, Three, Floor Writing & Game Design: Benjamin Huffman
At 6th level, when you use your bonus action to use the Editing: Alan Tucker
Old One-Two and hit the same creature with both attacks,
you can spend 1 moxie to make an additional unarmed Layout & Graphic Design: Nathanaël Roux
strike against that creature as part of the same bonus Cover Illustrator: Spelljamer
action. If you hit, the creature is knocked prone in addition Interior Illustrators: Samantha Darcy, Nathanaël Roux, Fil
to taking damage as normal for your unarmed strike. Cieplak, Jonathan Simard, and spelljamer.
Knock Out
At 17th level, when you hit with an unarmed strike or
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after the first and add your pugilist level to the result;
if the total is equal to or greater than the creature’s
remaining hit points, it is unconscious for 10 minutes.
Classes | Pugilist
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