TEXT: 1
  Classes | Pugilist
  PDF compiled, edited and designed to resemble the official Player’s Handbook by Ners
  
  2
  Classes | Pugilist
  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 hobgoblins she swings wildly, knocking hobgoblins 
  to their feet and sending the rest scattering before her.
  He braces himself for the impact as the orc rushes 
  him. Then the orc makes a mistake, 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, throwing the brute to the ground.
  The dwarf smiles broadly and chuckles as the petty 
  noble raises his hand to strike him for the impudent 
  remark. Quick as a flash the dwarf shatters the bottle in 
  his hand against the bar and puts it between himself and 
  the noble. The noble flinches, stumbles backward, and 
  runs away as the dwarf turns back to the bar to order 
  another round.
  Wherever they come from, pugilists live a rough and 
  tumble life that leaves them full of determination and 
  reckless from overconfidence or desperation. In a fight 
  they can channel this strength of character to dig deep 
  and fight off foes in greater strength of numbers, arms, 
  and armor than anyone else would think possible.
  Swagger for Days                                       
  Pugilists unconsciously tap into their own inner 
  strength in the form of an energy called moxie. This is 
  not an esoteric or mystical energy that flows through the 
  multiverse but the result of determination forged over a 
  lifetime of hardship and a never-let-die attitude. You can 
  teach someone how to fight but you could never teach 
  someone how to be a pugilist. The secret of mastering 
  moxie doesn’t come from disciplined study or rigorous 
  training, it comes from years of wanting and needing. 
  Using this energy, pugilists can withstand attacks that 
  would down lesser heroes and hit harder and faster 
  than their armed opponents.
  Life on the Street                                        
  Every city in the worlds of D&D have its back alleys, its 
  underground fighting rackets, its ghettos. The pugilists 
  who live in these places don’t have time to consider the 
  lofty ideals of philosophies or ponder the mysteries of 
  the universe. The pugilists growing up on the wrong 
  side of the tracks spend all their time chasing down 
  their next meal or, if they’re fortunate enough to have 
  that, their next drink, bedfellow, or flophouse. 
  
  3
  Classes | Pugilist
  PDF compiled, edited and designed to resemble the official Player’s Handbook by Ners
  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 the only way to escape 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 use 
  their fists and boundless determination to achieve their 
  goals and uphold their ideals.
  Creating a Pugilist                                          
  As you build your pugilist, consider how you came to 
  be a bare knuckle brawler. Did you learn to fight to 
  defend yourself? Was scraping the natural result of your 
  nose for trouble? Or did you learn to fight as a way of 
  intimidating and controlling others? Were you fighting 
  for the entertainment of others or did you fight because 
  you had to? Did you try to become a monk but just 
  couldn’t hack it? Pugilists are a rowdy bunch that like to 
  brag about how they learned to fight so you better have a 
  good story to tell.
  What events in your life gave you the sheer 
  determination and will that pugilists call on? Did you 
  spend every day hustling on the street to make ends 
  meet? Were you forgotten and ignored by your family, 
  left to make your own entertainment? Were you an 
  outsider in your community who had to constantly 
  struggle against the ignorant stereotypes that people 
  there had of you? The most important element of the 
  pugilist is that they are driven. Once you have decided 
  what events made you into the pugilist you are today, 
  decide how that’s going to shape the actions you take in 
  the future.
  Quick Build
  You can make a pugilist quickly by following these 
  suggestions. First, make Strength your highest ability 
  score, followed by Constitution. Second, choose the 
  criminal or urchin background.
  Class Features
  As a pugilist, you gain the following class features. 
  Hit Dice: 1d8 per pugilist level
  Hit Points at 1st Level: 8 + your Constitution modifier
  Hit Points at Higher Levels: 1d8 (or 5) + your 
  Constitution modifier per pugilist level after 1st
  Proficiencies
  Armor: Light armor
  Weapons: Simple weapons, improvised weapons, whip, 
  hand crossbow
  Tools: One artisan’s tools or gaming set or thieves’ tools
   
  Saving Throws: Strength, Constitution
  Skills: Choose two skills from Acrobatics, Athletics, 
  Deception, Intimidation, Perception, Sleight of Hand 
  and Stealth.
  Equipment
  You start with the following equipment in addition to the 
  equipment gained by your background:
  • (a) leather armor or (b) any simple weapon 
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • (a) a set of artisan’s tools (b) a gaming set or (c) 
  thieves’ tools
  Level
  1st
  2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th
  10th
  11th
  12th
  13th
  14th
  15th
  16th
  17th
  18th
  19th
  20th
  Proficiency
  Bonus
  +2
  +2
  +2
  +2
  +3
  +3
  +3
  +3
  +4
  +4
  +4
  +4
  +5
  +5
  +5
  +5
  +6
  +6
  +6
  +6
  Features
  Fisticuffs, Iron Chin
  Moxie, Street Smart
  Bloodied but Unbowed, Fight Club
  Ability Score Improvement, Dig Deep
  Extra Attack, Haymaker
  Fight Club improvement, Moxie-Fueled Fists
  Fancy Footwork, Shake it Off
  Ability Score Improvement
  Bloodied but Unbowed improvement
  School of Hard Knocks
  Fight Club improvement
  Ability Score Improvement
  Rabble Rouser
  Unbreakable
  Herculean
  Ability Score Improvement
  Fight Club improvement
  Fighting Spirit
  Ability Score Improvement
  Peak Physical Condition 
  Moxie 
  Points
  __
  2
  2
  3
  3
  4
  4
  5
  5
  6
  6
  7
  7
  8
  8
  9
  9
  10
  10
  12
  Fisticuffs
  1d6
  1d6
  1d6
  1d6
  1d8
  1d8
  1d8
  1d8
  1d8
  1d8
  1d10
  1d10
  1d10
  1d10
  1d10
  1d10
  1d12
  1d12
  1d12
  1d12
  The PugilisT
  
  4
  Classes | Pugilist
  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                                                       
  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.
  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. When an 
  enemy creature deals damage to you that causes you 
  to lose hit points equal to half your level or higher (not 
  temporary hit points) you gain 1 moxie point, up to your 
  maximum. 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 fisticuff’s die + your 
  proficiency modifier + 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 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 completed 
  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.
  Bloodied but Unbowed                                                  
  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. You cannot use this feature again until you 
  complete a short or long rest. 
  At 9th level, when you use this feature you also 
  add half your proficiency bonus to your damage with 
  unarmed attacks and pugilist weapons for 1 minute.
  Fight Club                                                             
  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.
  Ability Score Improvement                       
  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.
  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.
  
  5
  Classes | Pugilist
  PDF compiled, edited and designed to resemble the official Player’s Handbook by Ners
  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 for damage 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.
  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, your 
  jump height and distance are doubled, and when you 
  deal damage to an inanimate object that damage is 
  doubled.
  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 complete 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.
  Fight Clubs
  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.
  the Squared Circle                                      
  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.
  Groundwork
  Starting when you choose this fight club at 3rd level, if 
  you are proficient in Athletics your proficiency bonus is 
  doubled when using Athletics to grapple, shove, or resist 
  either of those maneuvers.
  Compression Lock. When a creature attempts to 
  break a grapple with you and succeeds, you can use your 
  reaction and spend 1 moxie to force the creature to roll 
  again. The creature must use the second result.
  Quick Pin. When a hostile creature’s movement 
  provokes an opportunity attack from you, you can 
  use your reaction and spend 1 moxie point to make a 
  grapple attempt instead of an opportunity attack.
  To the Mat. You can use a bonus action and spend 1 
  moxie point to make a grapple attack against a creature 
  adjacent to you. If successful you may make a shove 
  attack against the same creature as part of the same 
  bonus action.
  Meat Shield
  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.
  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.
  
  6
  Classes | Pugilist
  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 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 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. 
  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.
  One, Two, Three, Floor
  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.
  Float Like a Butterfly, Sting Like a Bee
  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.
  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.
  Pugilist & Multiclassing                    
  Pugilists follow all the normal rules for multiclassing. 
  The following tables function as additions to those listed 
  on page 163 and 164 of the Player’s Handbook.
  MulTiclassing PrerequisiTes
  MulTiclassing Proficiencies
  The Pugilist Class by
  Benjamin Huffman
  http://sterlingvermin.com/
  Art Credits in Order of Appearance
  “Barn” by Ners
  “Pack a Punch” by Aly Flock
  “Brass Knuckles” by Ners
  “Dark Sky” by Ners
  “Dice” by Ners
  “Tavern Tussler” by Michael Lee Harris
  “The Boxer” by Spelljammer
  DUNGEONS & DRAGONS, D&D, Wizards of the 
  Coast, Forgotten Realms, the dragon ampersand, and 
  all other Wizards of the Coast product names, and their 
  respective logos are trademarks of Wizards of the Coast 
  in the USA and other countries.
  This work contains material that is copyright Wizards 
  of the Coast and/or other authors. Such material is 
  used with permission under the Community Content 
  Agreement for Dungeon Masters Guild.
  All other original material in this work is copyright 
  2016 by Benjamin Huffman and published under the 
  Community Content Agreement for Dungeon Masters 
  Guild.
  Proficiencies Gained
  Light armor, improvised weapons
  Class
  Pugilist
  Ability Score Minimum
  Strength 13 and Constitution 13
  Class
  Pugilist
  
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