For pugilists, becoming an adventurer might be the
only way out of whatever miserable situation they’ve
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
it’s the only thing they know how to do. Whatever the
reason for their adventuring, pugilists are as excited by
the prospect of throwing punches as they are spending
every last gold coin they earn.
hit dice:
d8
hit points at 1st level:
8+con
hit points at higher levels:
1d8+con
armor proficiencies:
Light Armor
weapon proficiencies:
Simple weapons, improvised weapons, whip, hand crossbow
tools:
Your choice of one artisan’s tools, gaming set, or thieves’ tools
saving throws:
Strength, Constitution
skills:
Choose two skills from Acrobatics, Athletics,
Deception, Intimidation, Perception, Sleight of Hand,
and Stealth.
starting equipment:
spellcasting:
class features:
Fisticuffs
At 1st level, your years of fighting in back alleys and
taverns have given you mastery over combat styles that use
unarmed strikes and pugilist weapons, which are simple
melee weapons without the two-handed property, whips,
and improvised weapons. You may not use the finesse
property of a weapon while using it as a pugilist weapon.
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:
• You can roll a d6 in place of the normal damage of
your unarmed strike or pugilist weapon. This die
changes as you gain pugilist levels, as shown in the
Fisticuffs column on the Pugilist table.
• 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.
Iron Chin
Beginning at 1st level, you can use Constitution instead
of Dexterity to determine your armor class when you are
wearing light or no armor and are not using a shield.
Moxie
Starting at 2nd level, your experience laying the
beatdown on others has given you a moxie you
can channel in the midst of battle. This swagger is
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
Pugilist table.
You can spend these points to fuel various moxie
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 take 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.
Bloodied But Unbowed
Starting at 3rd level, when you take damage that
reduces you to half your maximum hit points or less, you
can use your reaction to gain temporary hit points equal
to your pugilist level + your Constitution modifier and
you regain all expended moxie points. You cannot use
this feature again until you finish a short or long rest.
Fight Club
Starting at 3rd level, you choose a fight club that best
exemplifies your style: Arena Royale, Bloodhound
Bruisers, Dog & Hound, Piss & Vinegar, the Squared
Circle, or the Sweet Science, all detailed at the end of
the class description. Your fight club grants you features
at 3rd level and again at 6th, 11th, and 17th level.
Dig Deep
Starting at 4th level, you discover a strength inside
you that can’t be broken. As a bonus action, you gain
resistance to bludgeoning, piercing, and slashing
damage for one minute. At the end of that minute you
gain a level of exhaustion.
Extra Attack
Beginning at 5th level, you can attack twice, instead of
once, whenever you take the Attack action on your turn.
Haymaker
Starting at 5th level, before you make an attack roll with
an unarmed strike or pugilist melee weapon attack that
does not already have disadvantage, you can declare you
are swinging wild haymakers. You make all attack rolls
until the end of this turn with disadvantage and when
you deal damage you do not roll, but use the maximum
die result instead.
Moxie-Fueled Fists
Starting at 6th level, your unarmed strikes count as
magical for the purpose of overcoming resistance and
immunity to non-magical attacks and damage.
Fancy Footwork
At 7th level, you gain proficiency in Dexterity saving throws.
Shake It Off
Starting at 7th level, you can use your action to
end one effect on yourself that is causing you to be
charmed or frightened.
Down But Not Out
At 9th level, when you use your Bloodied But Unbowed
feature you can choose to also use this feature. If you
do, you add your proficiency bonus to your damage
with unarmed attacks and pugilist weapons for the
next minute. You can use this feature again after you
complete a long rest.
School of Hard Knocks
By 10th level, you’ve graduated top of the class at the
school of hard knocks and you took most of them on the
head. You have resistance to psychic damage and gain
advantage on saving throws against effects that would
make you stunned or unconscious.
Rabble Rouser
Starting at 13th level, word of your exploits travels quickly
in cities and other settlements. Once you have taken a
long rest by carousing in a settlement, you gain advantage
on all Charisma (Persuasion) and Charisma (Intimidation)
rolls made against the people who live there.
Unbreakable
Starting at 14th level, you gain advantage on Strength,
Dexterity, and Constitution saving throws. Additionally,
whenever you make a saving throw and fail, you can
spend 1 moxie point to reroll it and take the second result.
Herculean
At 15th level, your carrying capacity is doubled, and
when you deal damage with a melee weapon or
unarmed strike to an inanimate object that damage is
doubled. Your standing jump distance is the same as
your running start jump distance.
Fighting Spirit
Starting at 18th level, when you have 4 levels of exhaustion
or fewer and are reduced to 0 hit points, you regain half
of your maximum hit points, half of your maximum moxie
points, and gain a level of exhaustion. You cannot use this
feature again until you finish a long rest.
Peak Physical Condition
At 20th level, your Strength and Constitution ability
scores increase by 2 to a maximum of 22. Additionally,
when you take a long rest you recover 2 levels of
exhaustion instead of 1 and you regain all your
expended hit dice instead of half your expended hit dice.
subclass options: