Pugilist in Realms of Wonder | World Anvil
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Pugilist

This article is NOT original content by RoW authors. The link to the original source is listed below the article.   Pugilists unconsciously tap into their own inner strength in the form of a magical energy called moxie. This is not an esoteric or mystical energy that flows through the multiverse but the result of 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 fight through attacks that would down lesser heroes and hit harder and faster than their rugged appearance would ever let on.
 

Class Features

As a Pugilist, you gain the following class features.
 

Hit Points

Hit Dice: 1d12 per Pugilist level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + 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 granted 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 or (b) a Gaming Set or (c) Thieves' Tools

Pugilist Table

Level Proficiency Bonus Fisticuffs Moxie Points Features
1st +2 1d4 - Fisticuffs, Unarmored Defense
2nd +2 1d4 2 Bloodied but Unbowed, Moxie
3rd +2 1d4 3 Counterpunch, Fight Club
4th +2 1d4 4 Ability Score Improvement, Street Smart
5th +3 1d6 5 Extra Attack, Haymaker
6th +3 1d6 6 Fight Club Improvement, Moxie-fueled Fists
7th +3 1d6 7 Street Fighter, Shake It Off
8th +3 1d6 8 Ability Score Improvement
9th +4 1d6 9 Bloodied but Unbowed Improvement
10th +4 1d6 10 School of Hard Knocks
11th +4 1d8 11 Fight Club Improvement
12th +4 1d8 12 Ability Score Improvement
13th +5 1d8 13 Freerunning, Street Fighter Improvement
14th +5 1d8 14 Unbreakable
15th +5 1d8 15 The People's Champion
16th +5 1d10 16 Ability Score Improvement
17th +6 1d10 17 Fight Club Improvement
18th +6 1d10 18 Prizefighter
19th +6 1d10 19 Ability Score Improvement
20th +6 1d10 20 Ready For A Fight

Fisticuffs

At 1st level, your years of fighting in back alleys, ship decks, and taverns have given you mastery over combat styles that use unarmed strikes and pugilist weapons, which are simple 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:
  • You can roll 1d4 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.

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.
   

Bloodied but Unbowed

Starting at 2nd level, when you are reduced to less than half of your maximum hit points you add your proficiency bonus to your damage with unarmed attacks and pugilist weapons for 1 minutes. You cannot use this feature again until you complete a short or long rest. At 9th level, when you use this feature you also gain 1d10 + your Constitution modifier in temporary hit points. These temporary hit points remain for 1 minute.
 

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 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 yourself, the old one-two, and stick and move. You learn more moxie features as you gain levels in this class.
When you spend a moxie point, it is unavailable until you finish a short or long rest, at the end of which you restore all of your expended moxie. You must spend at least 30 minutes of the rest carousing or shadowboxing to regain your moxie points.
Some of your moxie features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
 
Moxie save DC = 8 + your proficiency bonus + your Constitution modifier
 
Brace Yourself
You can use a bonus action and expend 1 moxie point to gain resistance to bludgeoning, piercing, and slashing damage until the start of your next turn.

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 with advantage or the Dash action.
 

Counterpunch

Starting at 3rd level, you can use your reaction to deflect an attack when you are hit by a melee weapon attack. When you do so, the damage you take from the attack is reduced by 1d8 + your Strength modifier + half your pugilist level.
If you reduce the damage to 0, you can expend 1 moxie point to make an unarmed attack against the creature who just attacked you as part of the same reaction.
 

Fight Club

By 3rd level, you have mastered the techniques of certain regional fighting styles. Choose 2 fight clubs when you gain this feature. You can use a bonus action on your turn to adopt a fight club's stance. While in a fight club's stance, you can expend moxie to use its signature move. When you adopt a stance, you drop any stance you were previously in. You gain one additional fight club 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.
 

Street Smart

Beginning at 4th level, you know the Thieves' Cant language. Additionally, once you have completed a long rest in a city you know all public locations in the city as if you had a map and you cannot be lost by non-magical means while within the city.
 

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, you can knock the wind out of an opponent or throw them off balance with a heavy hit. When you hit another creature with an unarmed strike or pugilist weapon, you can spend 1 moxie point to attempt to stun them. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
 

Moxie-Fueled Fists

Starting at 6th level, your unarmed strikes count as magical for the purposes of overcoming resistance and immunity to non-magical attacks and damage.
 

Street Fighter

Starting at 7th level, choose one fight club you know. You always gain the benefit of its stance and can use its signature move without adopting its stance.
At 13th level, choose another fight club you know. You always gain the benefit of its stance and can use its signature move without adopting its stance.
 

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.
 

Freerunning

At 13th level, climbing no longer costs you extra movement. In addition, your jump distance is tripled.
 

Unbreakable

Starting at 14th level, your moxie mastery grants you proficiency in all 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.
 

The People's Champion

Starting at 15th level, you are recognized in every major city around the world as a hero to be adored or a knave to be feared. When you make a Charisma ability check against a humanoid commoner you gain advantage on that roll.
 

Prizefighter

Beginning at 18th level, you can use your action to spend 4 moxie points to have resistance to all damage but force damage for 1 minute. During that time, you can take two bonus actions each turn instead of one. Additionally, you can spend 8 moxie points to cast Cure Wounds as if it was a 9th level spell slot or Greater Restoration or Lesser Restoration without needing material components. When you do so, you can only affect yourself with this ability.
 

Ready For a Fight

At 20th level, when you roll for initiative and have no moxie points remaining, you regain 4 moxie points.
 

Fight Clubs

Belligerent Bruiser
While you have adopted the Belligerent Bruiser stance you know how to keep your enemies busy. After you take an Attack action you can use your bonus action to distract nearby foes. Until the start of your next turn all melee weapon attacks made by friendly creatures against enemy creatures within 5 feet of you gain advantage.
Dirty Trick: When you make an attack with an unarmed strike or pugilist weapon you can expend 1 moxie to attempt to disorient the target. The target must pass a Constitution saving throw or be blinded for 1 minute. They can attempt the saving throw at the end of each of their turns, ending the blinded effect if they are successful.
Catnap Clincher
When you adopt the Catnap Clincher stance while you have a creature grappled you have half cover from all attacks against you.
Go to Sleep: When you have a creature grappled you can spend your action and expend 1 moxie point to attempt to render the creature unconscious. Roll 3d10 + your pugilist level. If the result meets or exceeds that creature's remaining hit points, the creature is unconscious.
 
Foulmouthed Bedeviler
When you adopt the Foulmouthed Bedeviler stance you can cast the Vicious Mockery cantrip using Constitution as your spellcasting ability.
Fighting Words: You can use a bonus action and expend 1 moxie to cast the spell Compelled Duel. Constitution is your spellcasting ability for this spell
 
Heavyweight Hitter
When you adopt the Heavyweight Hitter stance you score critical hits on a result of 19 or 20 when using unarmed strikes or pugilist weapons.
Jawbreaker: After you roll damage for an attack made with unarmed strikes or pugilist weapons you can expend 1 moxie to reroll a number of damage dice up to your Constitution modifier (minimum of one). You must use the new rolls.
 
Inescapable Locker
When you adopt the Inescapable Locker stance your movement is not reduced when moving a creature you have in a grapple. Additionally, when a creature attempts to escape your grapple you can use your reaction to give them disadvantage.
Meat Shield: When you have a creature grappled and are the target of an attack by any creature that isn't grappled by you, after the attack roll is made but before the attack is declared successful or not you can use your reaction and spend 1 moxie to redirect the attack to the creature you are grappling.
 
Ironbelly Brawler
When you adopt the Ironbelly Brawler stance you gain a +1 to your AC if you are unarmored or wearing light armor.
Iron Ab Reverberation: When a creature deals damage to you with a melee weapon attack you can use your reaction and expend 1 moxie to make the creature pass a Constitution saving throw or take your Constitution modifier + your pugilist level in bludgeoning damage.
 
Openfist Disciple
When you adopt the Openfist Disciple stance your movement speed increases by 10 feet. In addition, when you reduce a melee weapon attack to 0 damage with your Counterpunch feature you may spend 1 moxie to attempt to grapple or shove the creature instead of making an unarmed attack.
Bodies in Motion: You may use an action and expend 1 moxie to throw a creature you currently have grappled up to 15 feet away. If that creature would enter a space occupied by a Small or larger creature, make an attack roll adding your proficiency bonus and Strength modifier. If you beat the AC of the creature occupying that space, deal your unarmed damage to both creatures and they both must succeed at a Dexterity saving throw or fall prone. If you do not beat the AC of the creature occupying that space, the grappled creature instead lands adjacent to the creature occupying that space, and must succeed at a Dexterity saving throw or fall prone.
 
Ruthless Wrestler
While you adopt the Ruthless Wrestler stance, if you are proficient in the Athletics or Acrobatics skills, you double your proficiency bonus when making ability checks using those skills.
To the Mat: When a creature within your reach moves you can use your reaction and expend 1 moxie to make a shove or grapple attempt on that creature. If successful, you deal your unarmed attack damage as well.
 
Salty Shipwrecker
When you adopt the Salty Shipwrecker stance you gain a swim speed of 30 feet and gain advantage on saving throws against effects that would move you or knock you prone.
Mop the Deck: When you deal damage with an unarmed strike or pugilist weapon you can expend 1 moxie to make the target pass a Strength saving throw or be knocked prone.
 
Shuffling Scrapper
While you have adopted the Shuffling Scrapper stance you can take the Dodge action as a bonus action.
Bob and Weave: You can use your bonus action and expend 1 moxie to take the Disengage and Dash actions. Until the end of this turn you can move through spaces occupied by enemy creatures.
 
Southpaw Stalker
While you have adopted the Southpaw Stalker stance you gain advantage on Stealth rolls while you move at half your speed or lower.
Rabbit Punch: Once per turn when you hit a creature with an attack that had advantage or if an enemy of that creature is conscious and within 5 feet of the target you can deal additional damage. To deal this additional damage you must be using an unarmed strike or pugilist weapon. When you deal damage you can spend up to half your pugilist level in moxie points, dealing an additional 1d6 damage for each moxie point expended in this way.
 
Tavern Tussler
When you adopt the Tavern Tussler stance enemies have disadvantage on opportunity attacks against you and you can rise and fall from prone with only 5 feet of movement.
Dumb Luck: When a creature misses you with a ranged weapon attack you can use your reaction and 1 moxie to force that creature to make the same attack against a foe of your choice within range of the attack. It gains advantage on that attack.

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