Classes | Pugilist
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Iron Chin Street Smart
Starting at 1st level, you can add your constitution Beginning at 2nd level, carousing, shadowboxing, and
modifier instead of your dexterity modifier to determine sparring all count as light activity for the purposes of
your armor class when you are wearing light or no resting for you. Additionally, once you have completed
armor and are not using a shield. 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.
Moxie
Starting at 2nd level, your experience laying the
beatdown on others has given you a moxie you
Bloodied but Unbowed
can channel in the midst of battle. This swagger is Starting at 3rd level, when you are reduced to less
represented by a number of moxie points. Your pugilist than half of your maximum hit points you gain your
level determines the maximum number of points you pugilist level + your Constitution modifier in temporary
have, as shown in the Moxie Points column of the hit points. You cannot use this feature again until you
Pugilist table. complete a short or long rest.
You can spend these points to fuel various moxie At 9th level, when you use this feature you also
features. You start knowing three such features: brace add half your proficiency bonus to your damage with
up, the old one-two, and stick and move. You learn more unarmed attacks and pugilist weapons for 1 minute.
moxie features as you gain levels in this class. When an
enemy creature deals damage to you that causes you
to lose hit points equal to half your level or higher (not Fight Club
temporary hit points) you gain 1 moxie point, up to your Starting at 3rd level, your style is exemplified in a fight
maximum. You regain all expended moxie points when club: Bloodhound Bruisers, Salt & Vinegar, the Squared
you complete a short or long rest. Circle or the Sweet Science. Your fight club grants you
features at 3rd level and again at 6th, 11th, and 17th
Brace Up level.
You can use a bonus action and spend 1 moxie point
to brace for attacks. Roll your fisticuff’s die + your
proficiency modifier + your Constitution modifier and Ability Score Improvement
gain that many temporary hit points. When you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can increase one ability score of your
The Old One-Two choice by 2, or you can increase two ability scores of
Immediately after you take the Attack action on your your choice by 1. As normal, you can’t increase an ability
turn, you can spend 1 moxie point to make two unarmed score above 20 using this feature.
strikes as a bonus action.
Classes | Pugilist
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creature makes a Charisma saving throw contested by Constitution saving throw or be blinded until the end of
your Wisdom (Perception) check. If you succeed you your next turn.
can ask the DM three questions that can be answered Heelstomper. When you deal damage with an
with a yes or a no regarding the creature’s mannerisms, unarmed attack you can spend 1 moxie point to attempt
personality, or statistics. to slow the creature you hit. The creature must succeed
on a Dexterity saving throw or halve its movement
Heart of the City speed for one minute.
Starting at 11th level, when you take a long rest in a Low Blow. When you deal damage with an unarmed
settlement you can attune to the settlement as if it were attack you can spend 1 moxie point to hit them below
a magical item. Until the attunement ends, you gain the the belt. The creature must succeed on a Strength
following benefits while in that settlement. saving throw or be knocked prone.
• You cannot be surprised and you ddd your proficiency Mean Old Cuss
modifier to your initiative Starting at 11th level, you do not need to spend a
• You have darkvision to a range of 120 feet moxie point to use the Salty Salute feature. In addition,
• When you make an ability check using the Insight, the saving throw DC of your Salt & Vinegar features
Investigation, or Perception skills and you are increases by 2.
proficient in that skill, you add double your proficiency
modifier to the ability check The Uncouth Art
• You cannot be lost by any means Starting at 17th level, your swears are so potent they
• When you are not in combat, you can travel between can move men to madness. As a bonus action you can
any two points in the settlement twice as fast as your spend 3 moxie points and swear at one creature who
speed would normally allow shares a language with you within 60 feet. That creature
must pass a Wisdom saving throw or become enraged
When you reach 17th level, when you attune to a for one minute. Creatures who are immune to charm
settlement, you can choose to have it not count toward and fear effects cannot be enraged. While enraged the
your limit of attuned magic items. You can be attuned to creature cannot make attacks against creatures other
only one settlement in this manner at a time. than you and the creature gains vulnerability to any
damage dealt by you.
Eyes Wide Open
Starting at 17th level, you can enter an alert and
watchful state in a single moment of reflection. When the Squared Circle
you do, use a bonus action and spend 3 moxie points Pugilists who fight in the Squared Circle know you
and for the next minute you can use all of the moxie don’t have to knock an opponent senseless to get them
features granted to you by your Detective Work and to submit. Of course, members of the squared circle do
Scrap Like a Sleuth features without spending moxie. beat their opponents senseless they just know they don’t
have to.
Salt & Vinegar Groundwork
Pugilists in the Salt & Vinegar fight club revel in their Starting when you choose this fight club at 3rd level, if
reputations as heels. Widely despised for their obscene you are proficient in Athletics your proficiency bonus is
curses and dirty tricks, these pugilists take pride in their doubled when using Athletics to grapple, shove, or resist
ability to provoke and win at all costs. one of those maneuvers.
Compression Lock. When a creature attempts to
Salty Salute break a grapple with you and succeeds you can use your
Starting at 3rd level, you gain proficiency with the reaction and spend 1 moxie to force the creature to roll
Intimidation skill. again and take the second result.
In addition, you have mastered the art of the enraging Quick Pin. When a creature provokes an opportunity
insult. You can spend 1 moxie point and use a bonus attack from you, you can use your reaction and spend
action on your turn to provoke a creature who can see or 1 moxie point to make a grapple attempt instead of an
hear you within 60 feet. That creature has disadvantage attack.
on any attack rolls it makes that do not include you as a To the Mat. You can use a bonus action and spend 1
target before the start of your next turn. That creature moxie point to make a grapple attack against a creature
must also succeed on a Wisdom saving throw or take adjacent to you. If successful you may make a shove
your fisticuffs damage die + your proficiency modifier in attack against the same creature as part of the same
psychic damage. bonus action.
The saving throw DC for all Salt & Vinegar Fight Club
features is calculated as follows: Meat Shield
At 6th level, when you have an enemy creature grappled
Salt & Vinegar save DC = 8 + your proficiency bonus + your you gain partial cover against all attacks made against
Charisma modifier you by a creature you are not grappling. When a weapon
attack made by a creature you are not grappling misses
Piss & Vinegar you, you may use your reaction and spend 1 moxie point
Starting at 6th level, you have a few tricks up your sleeve to have that creature make the same attack with a new
to even the odds when the going gets rough. You gain roll against an enemy creature you are grappling
the following moxie abilities.
Blindsider. When you deal damage with an unarmed Heavyweight
attack you can spend 1 moxie point to attempt to blind At 11th level, you count as one size larger than you are
the creature you hit. The creature must succeed on a for the purposes of grappling. In addition, you can move
Classes | Pugilist
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PDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot
your full movement speed when you are dragging or The Pugilist Class by
carrying a grappled creature your size or smaller. /u/ coolgamertagbro
http://sterlingvermin.com/
Clean Finish
At 17th level, your mastery of grappling reaches its peak. Art Credits in Order of Appearance
While you have a creature grappled you gain advantage “Barn” by SinCommonStitches
on all attacks against it. Additionally, when you make “Maelstrom Saga: The Brawler” by GourmandHast
an unarmed strike or pugilist weapon attack against a “Pastel Weapons Series: Brass Knucles” by Enixyy
creature you have grappled you score a critical hit on a “Approching Fire Storm” by FMacManus
roll of 19 or 20. “Tavern Brawl” by Velinov
“Narrow Street” by FriendlyChestnut
“The Boxer” by JohnoftheNorth
the Sweet Science
Pugilists who practice the Sweet Science hit hard, fast,
and often. This style is sometimes used by fighters who
battle for the entertainment of the upper classes but it is
just as often practiced in the backalleys and the bars by
those whose next breath depends on a knockout.
Cross Counter
Starting when you choose this fight club at 3rd level, you
can block the brunt an attack and launch one of your
own in the same fluid motion. You can use your reaction
and spend 2 moxie points to reduce the damage of a
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
unarmed strike or pugilist weapon attack against a
creature within range as part of the same reaction.
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 creature’s remaining hit points, it is
unconscious for 10 minutes.
Classes | Pugilist
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