TEXT: 1
  Classes | Pugilist
  PDF compiled, edited and designed to resemble the official Player’s Handbook by Ners
  
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  Classes | Pugilist
  Additional Fight Clubs
  Detailed here are three additional Fight Clubs: Arena 
  Royale, Bloodhound Bruisers, and Salt & Vinegar. You 
  may choose one of these Fight Clubs when you reach 
  3rd level as a pugilist and gain additional features from 
  that Fight Club at 6th, 11th, and 17th level.
  Despite the name, fight clubs are not formal 
  fraternities or sororities but collections of pugilists 
  who, by training or happenstance, share a similar 
  style. In some D&D worlds, fight clubs can tell you a 
  lot about where a person comes from while in others 
  there are representatives of many fighting styles in all 
  metropolitan areas.
  Arena Royale                                               
  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.
  Persona Libre
  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.
  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.
  Work the Crowd
  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.
  High Flyer
  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.
  Signature Move
  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.
  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.
  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.
  
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  Classes | Pugilist
  PDF compiled, edited and designed to resemble the official Player’s Handbook by Ners
  Bloodhound Bruisers                           
  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.
  Detective Work
  Starting at 3rd level, choose two from Insight, 
  Perception and Investigation. You gain proficiency in 
  those skills. 
  In addition, gain the following Moxie abilities. 
  Forensic Specialist. 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.
  Keen Observer. When you make a Wisdom 
  (Perception) ability check in a settlement, you can spend 
  1 Moxie point to gain advantage on that roll.
  Living Lie Detector. 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.
  Scrap Like a Sleuth
  Starting at 6th level, you gain the following Moxie 
  abilities.
  In Their Head. 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.
  Read and React. 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.
  Size ‘Em Up. 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.
  Heart of the City
  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.
  • You cannot be surprised and you add your proficiency 
  bonus to your initiative
  • You have darkvision to a range of 120 feet
  • 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
  • You cannot be lost by any means
  • 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
  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.
  Eyes Wide Open
  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.
  
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  Classes | Pugilist
  Salt & Vinegar                                         
  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. 
  Salty Salute
  Starting at 3rd level, you gain proficiency with the 
  Intimidation skill.
  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.
  The saving throw DC for all Salt & Vinegar Fight Club 
  features is calculated as follows:
  Salt & Vinegar save DC = 8 + your proficiency modifier +
  your Wisdom modifier
  Piss & Vinegar
  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.
  Blindsider. 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.
  Heelstomper. 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.
  Low Blow. 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.
  Mean Old Cuss
  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.
  The Uncouth Art
  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.
  Additional Fight Clubs for Pugilist by
  Benjamin Huffman
  http://sterlingvermin.com/
  Art Credits in Order of Appearance
  “Goliath Brawler” by Ners
  “Bloodhound Bruiser” by Aly Flock
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  This work contains material that is copyright Wizards 
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  All other original material in this work is copyright 
  2016 by Benjamin Huffman and published under the 
  Community Content Agreement for Dungeon Masters 
  Guild.
  
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