[[],[],[],[],[],[],[],[{"id":6934,"name":"Pugilist","type":"base","hit_die":"","alignment":"Any","full_text":"

The Pugilist<\/h1>



<\/td><\/tr>

Level<\/strong><\/td>

Proficiency<\/strong><\/p>

Bonus<\/strong><\/p><\/td>

Fisticuffs<\/strong><\/td>

Moxie<\/strong><\/p>

Points<\/strong><\/p><\/td>

Features<\/strong><\/td><\/tr>
1st<\/td>+2<\/td>1d6<\/td>-<\/td>

Fisticuffs, Iron Chin<\/p><\/td><\/tr>

2nd<\/td>+2<\/td>1d6<\/td>2<\/td>

Moxie, Street Smart<\/p><\/td><\/tr>

3rd<\/td>+2<\/td>1d6<\/td>2<\/td>

Bloodied but Unbowed, Fight Club<\/p><\/td><\/tr>

4th<\/td>+2<\/td>1d6<\/td>3<\/td>

Ability Score Improvement, Dig Deep<\/p><\/td><\/tr>

5th<\/td>+3<\/td>1d8<\/td>3<\/td>

Extra Attack, Haymaker<\/p><\/td><\/tr>

6th<\/td>+3<\/td>1d8<\/td>4<\/td>

Fight Club improvement, Moxie-Fueled Fists<\/p><\/td><\/tr>

7th<\/td>+3<\/td>1d8<\/td>4<\/td>

Fancy Footwork, Shake it Off<\/p><\/td><\/tr>

8th<\/td>+3<\/td>1d8<\/td>5<\/td>

Ability Score Improvement<\/p><\/td><\/tr>

9th<\/td>+4<\/td>1d8<\/td>5<\/td>

Down but Not Out<\/p><\/td><\/tr>

10th<\/td>+4<\/td>1d8<\/td>6<\/td>

School of Hard Knocks<\/p><\/td><\/tr>

11th<\/td>+4<\/td>1d10<\/td>6<\/td>

Fight Club improvement<\/p><\/td><\/tr>

12th<\/td>+4<\/td>1d10<\/td>7<\/td>

Ability Score Improvement<\/p><\/td><\/tr>

13th<\/td>+5<\/td>1d10<\/td>7<\/td>

Rabble Rouser<\/p><\/td><\/tr>

14th<\/td>+5<\/td>1d10<\/td>8<\/td>

Unbreakable<\/p><\/td><\/tr>

15th<\/td>+5<\/td>1d10<\/td>8<\/td>

Herculean<\/p><\/td><\/tr>

16th<\/td>+5<\/td>1d10<\/td>9<\/td>

Ability Score Improvement<\/p><\/td><\/tr>

17th<\/td>+6<\/td>1d12<\/td>9<\/td>

Fight Club improvement<\/p><\/td><\/tr>

18th<\/td>+6<\/td>1d12<\/td>10<\/td>

Fighting Spirit<\/p><\/td><\/tr>

19th<\/td>+6<\/td>1d12<\/td>10<\/td>

Ability Score Improvement<\/p><\/td><\/tr>

20th<\/td>+6<\/td>1d12<\/td>12<\/td>

Peak Physical Condition<\/p><\/td><\/tr><\/tbody><\/table>

Class Features<\/h2>

As a pugilist, you gain the following class features.<\/p>

Hit Points<\/h3>

Hit Dice<\/strong>: 1d8 per pugilist level<\/p>

Hit Points at 1st Level<\/strong>: 8 + your Constitution modifier<\/p>

Hit Points at Higher Levels<\/strong>: 1d8 (or 5) + your Constitution modifier per pugilist level after 1st<\/p>

Proficiencies<\/h3>

Armor<\/strong>: Light armor<\/p>

Weapons<\/strong>: Simple weapons, improvised weapons, whip, hand crossbow<\/p>

Tools<\/strong>: One artisan’s tools or gaming set or thieves’ tools <\/p>

Saving Throws<\/strong>: Strength, Constitution<\/p>

Skills<\/strong>: Choose two skills from Acrobatics, Athletics, Deception, Intimidation, Perception, Sleight of Hand and Stealth.<\/p>

Equipment<\/h3>

You start with the following equipment in addition to the equipment gained by your background:<\/p>

  • (a<\/em><\/strong>) leather armor or (b<\/em><\/strong>) any simple weapon<\/li>
  • (a<\/em><\/strong>) a dungeoneer’s pack or (b<\/em><\/strong>) an explorer’s pack<\/li>
  • (a<\/em><\/strong>) a set of artisan’s tools (b<\/em><\/strong>) a gaming set or (c<\/em><\/strong>) thieves’ tools<\/li><\/ul>

    Fisticuffs<\/strong><\/h3>

    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.<\/p>

    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:<\/p>

    • 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.<\/li>
    • 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.<\/li><\/ul>

      Iron Chin<\/strong><\/h3>

      Starting at 1st level, you can add your constitution modifier instead of your dexterity modifier to determine your armor class when you are wearing light or no armor and are not using a shield.<\/p>

      Moxie<\/strong><\/h3>

      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.<\/p>

      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.<\/p>

      Brace Up<\/strong><\/h4>

      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.<\/p>

      The Old One-Two<\/strong><\/h4>

      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.<\/p>

      Stick and Move<\/strong><\/h4>

      You can use a bonus action and expend 1 moxie point to make a shove attack or the Dash action.<\/p>

      Street Smart                                           <\/h3>

      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.<\/p>

      Bloodied but Unbowed<\/strong><\/h3>

      Starting at 3rd level, when you are reduced to less than half of your maximum hit points you gain your pugilist level + your Constitution modifier in temporary hit points and regain all expended moxie points. You cannot use this feature again until you complete a short or long rest.<\/p>

      Fight Club<\/strong><\/h3>

      Starting at 3rd level, your style is exemplified in a fight club: the Squared Circle or the Sweet Science, both 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.<\/p>

      Ability Score Improvement<\/strong><\/h3>

      When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.<\/p>

      Dig Deep<\/strong><\/h3>

      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.<\/p>

      Extra Attack<\/strong><\/h3>

      Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<\/p>

      Haymaker                                                       <\/h3>

      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 for damage but use the maximum die result instead.<\/p>

      Moxie-Fueled Fists<\/strong><\/h3>

      Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.<\/p>

      Fancy Footwork<\/h3>

      At 7th level, you gain proficiency in Dexterity saving throws.<\/p>

      Shake It Off<\/strong><\/h3>

      Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.<\/p>

      Down but Not Out<\/strong><\/h3>

      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.<\/p>

      School of Hard Knocks<\/strong><\/h3>

      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.<\/p>

      Rabble Rouser<\/strong><\/h3>

      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.<\/p>

      Unbreakable                                                        <\/h3>

      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.<\/p>

      Herculean<\/strong><\/h3>

      At 15th level, your carrying capacity is doubled, your jump height and distance are doubled, and when you deal damage to an inanimate object that damage is doubled.<\/p>

      Fighting Spirit<\/strong><\/h3>

      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 complete a long rest.<\/p>

      Peak Physical Condition<\/strong><\/h3>

      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.<\/p>","reference":"Usergen","class_skills":"Choose two skills from Acrobatics, Athletics, Deception, Intimidation, Perception, Sleight of Hand and Stealth.","proficiencies":"Armor: Light armor Weapons: Simple weapons, improvised weapons, whip, hand crossbow Tools: One artisan\u2019s tools or gaming set or thieves\u2019 tools"},{"id":6935,"name":"Pugilist, The Squared Circle","type":"archetype","hit_die":"","alignment":"Any","full_text":"

      Pugilists who fight in the Squared Circle know you don’t have to knock an opponent senseless to get them to submit. Of course, members of the squared circle do beat their opponents senseless, they just know they don’t have to.<\/p>

      Groundwork<\/h3>

      Starting when you choose this fight club at 3rd level, you gain the following additional moxie features.<\/p>

      Compression Lock.<\/em><\/strong> When a creature attempts to 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.<\/p>

      Quick Pin.<\/em><\/strong> When a hostile creature’s movement<\/p>

      provokes an opportunity attack from you, you can use your reaction and spend 1 moxie point to make a grapple attack instead of an opportunity attack.<\/p>

      To the Mat.<\/em><\/strong> You can use a bonus action and spend 1 moxie point to make a grapple attack against a creature within range. If successful, the creature is also knocked prone.<\/p>

      Meat Shield<\/h3>

      At 6th level, when you have an enemy creature grappled you gain half cover against all attacks made against you by a creature you are not grappling. When a weapon attack made by a creature you are not grappling misses you, you may use your reaction and spend 1 moxie point to have that creature make the same attack with a new roll against an enemy creature you are grappling.<\/p>

      Heavyweight<\/h3>

      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.<\/p>

      Clean Finish<\/strong><\/h3>

      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. <\/p>

       <\/p>","reference":"Usergen","class_skills":"","proficiencies":""},{"id":6936,"name":"Pugilist, The Sweet Science","type":"archetype","hit_die":"","alignment":"Any","full_text":"

      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 is just as often practiced in the backalleys and the bars by those whose next breath depends on a knockout.<\/p>

      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 is just as often practiced in the backalleys and the bars by those whose next breath depends on a knockout.<\/p>

      Cross Counter<\/strong><\/h3>

      Starting when you choose this fight club at 3rd level, you can block the brunt of 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.<\/p>

      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.<\/p>

      One, Two, Three, Floor<\/strong><\/h3>

      At 6th level, when you use your bonus action to use the Old One-Two and both attacks are successful you can immediately spend 1 moxie point to make an additional attack with an unarmed strike as part of that bonus action. If you hit with this additional attack you deal no damage and the creature is knocked prone.<\/p>

      Float Like a Butterfly, Sting Like a Bee<\/strong><\/h3>

      At 11th level, when you reduce damage from an attack to 0 and successfully hit an enemy creature using your Cross Counter feature you regain 1 moxie point.<\/p>

      Knock Out<\/strong><\/h3>

      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.<\/p>","reference":"Usergen","class_skills":"","proficiencies":""},{"id":6937,"name":"Pugilist, Arena Royale","type":"archetype","hit_die":"","alignment":"Any","full_text":"

      Pugilists in the Arena Royale fight club travel the world as equal parts performers and gladiators. Whether performing in staged physical competitions or fighting it out in real brawls, pugilists in the Arena Royale care as much about the theatrics of a fight as they do its outcome. Pugilists in this fight club also care deeply about their reputation and work to build up local and regional legends about their performing alternate personas.<\/p>

      Persona Libre<\/strong><\/h3>

      Starting when you choose this Fight Club at 3rd level, you create an alternate persona that you can adopt or discard as an action. When you create an alternate persona you should give the persona a striking name as well as some physical signifier (such as a mask or colorful cape) or another prominent idiosyncratic feature.<\/p>

      When you adopt your alternate persona you may make a Charisma (Disguise Kit) ability check with advantage. Creatures whose passive Insight is lower than the result of that roll will not recognize you as the same individual if you encounter them later, or have encountered them earlier, while not in the persona. Additionally, while you have adopted your alternate persona and you are not wearing any armor or using a shield, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.<\/p>

      Work the Crowd<\/strong><\/h3>

      At 6th level, while you have adopted your alternate persona you can use your action to inspire fear and adoration in those nearby. When you do, make a Charisma (Performance) ability check and decide whether you are trying to inspire adoration or fear. All creatures within 30 feet who can see you must succeed on a Wisdom saving throw with a difficulty of that ability check result or be charmed if you chose adoration or frightened if you chose fear for the next minute. You can use this feature again after you complete a long rest.<\/p>

      High Flyer<\/strong><\/h3>

      Starting at 11th level, while you have adopted your alternate persona your base movement increases by 10 feet, your jump distance is tripled, and you can use your bonus action to take the Dash action.<\/p>

      Signature Move<\/strong><\/h3>

      Starting at 17th level, you create a signature move that you can use while you have adopted your alternate persona. Give your signature move a name and a description. You can replace one of your unarmed attacks or attacks with a pugilist weapon on your turn with this signature move.<\/p>

      When you use your signature move, you jump 15 feet, make an attack roll against a creature in range of your attack and if you hit the attack is a critical and the creature is stunned until the end of its next turn.<\/p>

      Unless you reduce a creature to 0 hit points with your Signature Move, you must finish a long rest before you can use it again.<\/p>","reference":"Usergen","class_skills":"","proficiencies":""},{"id":6938,"name":"Pugilist, Bloodhound Bruisers","type":"archetype","hit_die":"","alignment":"Any","full_text":"

      Pugilists in the Bloodhound Bruisers fight club are notorious for looking for trouble and finding it every time. Members of this fight club are highly observant of character traits and physical evidence and can form an almost supernatural connection to the cities they live in. Most use these abilities to become urban defenders of the downtrodden but others lend their talents to less savory organizations.<\/p>

      Detective Work<\/strong><\/h3>

      Starting at 3rd level, choose two from Insight, Perception and Investigation. You gain proficiency in those skills.<\/p>

      In addition, gain the following Moxie abilities:<\/p>

      Forensic Specialist.<\/em><\/strong> When you are examining a scene of violence, you can spend 1 Moxie point to gain advantage on any Intelligence (Investigation) ability check to find physical evidence and make deductions based on evidence.<\/p>

      Keen Observer.<\/em><\/strong> When you make a Wisdom (Perception) ability check in a settlement, you can spend 1 Moxie point to gain advantage on that roll.<\/p>

      Living Lie Detector.<\/em><\/strong> When you make a Wisdom (Insight) ability check to determine whether a creature is lying, you can spend 1 Moxie point to gain advantage on that roll.<\/p>

      Scrap Like a Sleuth<\/strong><\/h3>

      Starting at 6th level, you gain the following Moxie abilities:<\/p>

      In Their Head.<\/em><\/strong> As a bonus action you can watch an opponent within 30 feet for openings and missteps. When you do, spend 1 moxie point and the creature makes a Wisdom saving throw contested by your Intelligence (Investigation) check. If you succeed you have advantage on all weapon attacks against that creature until the start of your next turn.<\/p>

      Read and React.<\/em><\/strong> When a creature hits you with an attack, you can use your reaction and spend 1 moxie point to try to read the opponent’s intent and twist out of the way. The creature makes an Intelligence saving throw contested by your Wisdom (Insight) check. If you succeed the attack misses you.<\/p>

      Size ‘Em Up.<\/em><\/strong> As a bonus action you can observe a creature you can see to discover its strengths and weaknesses. When you do, spend 1 moxie point and the creature makes a Charisma saving throw contested by your Wisdom (Perception) check. If you succeed you can ask the DM three questions that can be answered with a yes or a no regarding the creature’s mannerisms, personality, or statistics.<\/p>

      Heart of the City<\/strong><\/h3>

      Starting at 11th level, when you take a long rest in a settlement you can attune to the settlement as if it were a magical item. Until the attunement ends, you gain the following benefits while in that settlement.<\/p>

      • You cannot be surprised and you add your proficiency bonus to your initiative<\/li>
      • You have darkvision to a range of 120 feet<\/li>
      • When you make an ability check using the Insight, Investigation, or Perception skills and you are proficient in that skill, you add double your proficiency modifier to the ability check<\/li>
      • You cannot be lost by any means<\/li>
      • When you are not in combat, you can travel between any two points in the settlement twice as fast as your speed would normally allow<\/li><\/ul>

        When you reach 17th level, when you attune to a settlement, you can choose to have it not count toward your limit of attuned magic items. You can be attuned to only one settlement in this manner at a time.<\/p>

        Eyes Wide Open<\/strong><\/h3>

        Starting at 17th level, you can enter an alert and watchful state in a single moment of reflection. When you do, use a bonus action and spend 3 moxie points. For the next minute you can use all of the moxie features granted to you by your Detective Work and Scrap Like a Sleuth features without spending moxie.<\/p>","reference":"Usergen","class_skills":"Choose two from Insight, Perception and Investigation.","proficiencies":""},{"id":6939,"name":"Pugilist, Salt & Vinegar","type":"archetype","hit_die":"","alignment":"Any","full_text":"

        Pugilists in the Salt & Vinegar fight club revel in their reputations as heels. Widely despised for their obscene curses and dirty tricks, these pugilists take pride in their ability to provoke and win at all costs.<\/p>

        Salty Salute<\/strong><\/h3>

        Starting at 3rd level, you gain proficiency with the Intimidation skill.<\/p>

        In addition, you have mastered the art of the enraging insult. You can spend 1 moxie point and use a bonus action on your turn to provoke a creature who can see or hear you within 60 feet. That creature has disadvantage on any attack rolls it makes that do not include you as a target before the start of your next turn. That creature must also succeed on a Wisdom saving throw or take your fisticuffs damage die + your proficiency modifier in psychic damage.<\/p>

        The saving throw DC for all Salt & Vinegar Fight Club features is calculated as follows:<\/p>

        Salt & Vinegar save DC<\/strong> = 8 + your proficiency modifier + your Wisdom modifier<\/p>

        Piss & Vinegar<\/strong><\/h3>

        Starting at 6th level, you have a few tricks up your sleeve to even the odds when the going gets rough. You gain the following moxie abilities.<\/p>

        Blindsider.<\/em><\/strong> When you deal damage with an unarmed attack you can spend 1 moxie point to attempt to blind the creature you hit. The creature must succeed on a Constitution saving throw or be blinded until the end of your next turn.<\/p>

        Heelstomper.<\/em><\/strong> When you deal damage with an unarmed attack you can spend 1 moxie point to attempt to slow the creature you hit. The creature must succeed on a Dexterity saving throw or halve its movement speed for one minute.<\/p>

        Low Blow.<\/em><\/strong> When you deal damage with an unarmed attack you can spend 1 moxie point to hit them below the belt. The creature must succeed on a Strength saving throw or be knocked prone.<\/p>

        Mean Old Cuss<\/strong><\/h3>

        Starting at 11th level, you do not need to spend a moxie point to use the Salty Salute feature. In addition, the saving throw DC of your Salt & Vinegar features increases by 2.<\/p>

        The Uncouth Art<\/strong><\/h3>

        Starting at 17th level, your swears are so potent they can move men to madness. As a bonus action you can spend 3 moxie points and swear at one creature who shares a language with you within 60 feet. That creature must pass a Wisdom saving throw or become enraged for one minute. Creatures who are immune to charm and fear effects cannot be enraged. While enraged the creature cannot make attacks against creatures other than you and the creature gains vulnerability to any damage dealt by you.<\/p>","reference":"Usergen","class_skills":"Intimidation","proficiencies":""}],[],[],[]]