Ultimate Adventurers Handbook
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
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:
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
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 can’t 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 on your turn and make only unarmed strikes, attacks with pugilist weapons, shoves, or grapples, you can use a bonus action to make one grapple or unarmed strike.
Iron Chin
Beginning at 1st level, while you are wearing light or no armor and not wielding a shield, your AC equals 12 + your Constitution modifier.
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 finish a short or long rest.
Brace Up
You can use a bonus action and spend 1 moxie point to brace for attacks. You gain a number of temporary hit points equal to a roll of your fisticuffs die + your pugilist level + your Constitution modifier. You lose any remaining temporary hit points gained in this way after 1 minute.
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 attempt to shove a creature 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 nonmagical 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 three times your pugilist level and regain all your expended moxie points. Once you use this feature, you can’t use it 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, Hand of Dread, Lead Eaters, Paradox Consortium, Piss & Vinegar, Relentless Revenant, Rift Hitter, 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.
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.
Haymaker
Starting at 5th level, when you make an attack, you can declare you are swinging a wild haymaker. When you do, you have disadvantage on the attack roll and, if you hit with a pugilist weapon or unarmed strike, you deal the maximum result of your weapon’s damage die instead of rolling.
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
Starting 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 the damage of your unarmed strikes and pugilist weapons for the next minute. Once you use this feature, you can’t use it again until you finish 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 have 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 in a settlement during which time you spend at least two hours carousing, 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
Starting 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 are reduced to 0 hit points, you can channel your fighting spirit. When you do, you regain half of your maximum hit points, half of your maximum moxie points, and do not suffer the effects of any levels of exhaustion you have for the next 10 minutes. At the end of those 10 minutes, you gain a level of exhaustion. Once you use this feature, you can’t use it 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 only half.
subclass options:
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 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
Source: Ultimate Adventurers Handbook
Pugilists in the Arena Royale fight club travel the world earning their keep as equal parts performer and gladiator. Whether performing in staged physical competitions, or fighting it out in unscripted 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 personas.
Bonus Proficiency
When you choose this fight club at 3rd level, you gain proficiency in the Performance skill, if you don’t have it already. If you do, you gain proficiency in your choice of the Intimidation or Persuasion skill.
Persona Libre
Also at 3rd level, you create an alternate persona that you can adopt or discard as a bonus action on your turn. When you create an alternate persona, you should give the persona a striking name as well as some physical signifier (such as a mask, colorful cape, or another prominent idiosyncratic feature). Unless you tell a creature, or the creature sees you adopt your persona, they do not know you and the adopted persona are the same person.
Additionally, you have a pool of persona points equal to 3 + your Charisma modifier (minimum 3 points). When you use an ability that costs moxie points, you can spend persona points instead. In addition, before you make a Charisma ability check, you can spend a persona point to add your Strength modifier to the result. You can only use persona points while you have adopted your persona. You regain all expended persona points when you finish a long rest.
Work the Crowd
Starting at 6th level, while you have adopted your alternate persona, you can use your action to inspire your choice of fear or adoration in those nearby. When you do, creatures of your choice within 30 feet who can see you must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be charmed if you chose adoration, or frightened if you chose fear. This effect lasts for one minute. Each time a creature takes damage from you or one of your allies, it can repeat the saving throw, ending the effect on a success.
Once you use this feature, you can’t use it again until you finish a short or long rest.
High Flyer
Starting at 11th level, your base walking speed increases by 10 feet, your jump distances are doubled, and you can use a bonus action on each of your turns 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 attacks on your turn with this signature move.
When you use your signature move, you can jump in any direction up to your speed and make an attack roll with advantage against a creature within your reach. On a hit, the attack scores a critical hit and the creature is stunned until the end of your next turn.
If you hit with your signature move, you must finish a long rest before you can use it again. If you miss with your signature move, you regain the use of it after 1 minute.
Bloodhound Bruisers
Source: Ultimate Adventurers Handbook
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
When you choose this fight club at 3rd level, you gain proficiency with two of the following skills of your choice: Insight, Investigation, or Perception. In addition, when you make an Intelligence (Investigation), Wisdom (Insight), or Wisdom (Perception) check, you can spend 1 moxie point to gain advantage on the check.
Ever Vigilant
Also starting at 3rd level, you have advantage on initiative rolls. During the first round of combat, you have advantage on attack rolls against creatures who haven’t acted yet.
Scrap Like a Sleuth
Starting at 6th level, you can use a bonus action and expend 2 moxie points to hone in on the idiosyncrasies and bad habits of an enemy you can see within 30 feet. When you do, you have advantage on weapon attacks against the creature and you add half your proficiency bonus (round up) to your AC against attacks made by that creature. These effects continue for 1 minute or until you use this feature again.
Heart of the City
Starting at 11th level, when you take a long rest in a settlement, you can choose to become familiar with the settlement. When you use this feature again, you replace your previous familiar settlement with the current one. You gain the following benefits while in a familiar 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 that adds your proficiency bonus, add twice your proficiency bonus instead.
- 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.
Eyes Wide Open
Starting at 17th level, you can use a bonus action and spend 1 moxie point to open your senses to your surroundings for 1 minute. During this time, you have advantage on saving throws against being blinded or deafened and have truesight out to a distance of 30 feet.
Dog & Hound
Source: Ultimate Adventurers Handbook
You’ve never had a friend you could rely on that walked on two legs. Lucky for you, you’ve got the best four-legged friend a body could ask for. Pugilists in the Dog & Hound fight club are as faithful to their canine companions as their canine companions are to them.
Brawler’s Best Friend
Starting when you choose this fight club at 3rd level, you gain a hound that accompanies you on your adventures and fights alongside you. It is friendly to you and your companions, and it obeys your commands. See its game statistics in the Hound stat block, which uses your proficiency bonus (PB) in several places. You determine what breed of dog, or similar canine creature, your hound is; your choice has no effect on its game statistics.
In combat, the hound shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the hound can take any action of its choice, not just Dodge.
If you spend a minute giving your hound attention and treats, it regains 2d6 hit points. If your hound has died within the last hour, you can revive it by coaxing it back from the threshold of the beyond with praise and pets. You can use an action to touch the hound and expend a number of Hit Dice equal to half your pugilist level to revive it, provided you are within 5 feet of it. The hound returns to life after 1 minute with all its hit points restored. If your hound dies or is otherwise unavailable to you, you can forge a bond with a dog over 8 hours to become your new hound, ending your connection to your previous one.
Mutt With Moxie
Starting at 3rd level, you share everything with your faithful hound: food, shelter, even moxie. When you use certain moxie abilities, your hound gains a benefit as well.
- Brace Up. When you gain temporary hit points as a result of using your Brace Up moxie ability, your hound gains the same number of temporary hit points.
- The Old One-Two. When you use your The Old One-Two moxie ability, your hound can make one or both attacks instead of you.
- Stick and Move. When you use your Stick and Move moxie ability, your hound can take the Dash action.
Coordinated Attack
Starting at 6th level, you and your canine companion form a more potent fighting team. When you use the Attack action on your turn, if your hound can see you, it can use its reaction to make a bite attack.
Hound’s Best Friend
Starting at 11th level, when a creature deals damage to your hound with an attack, you can use your reaction to make an opportunity attack against that creature if you are within range.
Off the Chain
Beginning at 17th level, your hound’s spirit is as unbreakable as yours. When your hound takes damage that reduces its current hit points to half its maximum hit points or less, you can use your reaction to let your hound off the chain. When you do, it immediately gains temporary hit points equal to four times your pugilist level and, for the next minute, its speed increases by 15 feet and it can take the bite or Dodge action (your choice) each turn you don’t command it. Once you use this feature, you can’t use it again until you finish a long rest.
Hand of Dread
Source: Ultimate Adventurers Handbook
In your darkest hour, you pleaded for the strength to take what you wanted from the world and a dread power took notice. At first, you may have relished the cathartic rush that came with channeling your dread power to claim what you felt you deserved. This pact, however, came with strings attached. In times of distress you hear the entity whispering in the back of your mind, encouraging you to indulge your most base impulses.
Black Magic
When you choose this fight club at 3rd level, you learn the eldritch blast and prestidigitation cantrips. Constitution is your spellcasting ability for these spells, since you channel the magic of dread powers through your body when you cast them.
In addition, you learn to speak, read, and write one of the following languages of your choice: Abyssal, Infernal, or Sylvan. At the DM’s discretion, you may choose another language more appropriate to your dread power.
Dread Hand
Also starting at 3rd level, you can use a bonus action on your turn to manifest the evidence of your foul pledge. When you do, one of your limbs (often an arm) transmogrifies into a monstrous appearance reminiscent of your dread power for 1 minute, granting you the following benefits:
- When you roll a 1 on a damage die for an unarmed strike, you can reroll the die and must use the new roll, even if the new roll is a 1.
- The first time you miss with an unarmed strike each turn, you can make an additional unarmed strike as part of the same action.
- Immediately after you take the Attack action on your turn, you can spend 2 moxie points to make three unarmed strikes as a bonus action.
You must finish a short or long rest before you can use this feature again.
Dread Powers
A dread power can be any powerful malevolent entity capable of bestowing a portion of its power onto a mortal. Archdemons, fey royalty, ancient liches, and unfathomable intelligences from beyond space and time are all possibilities.
Deal With The Devil
Starting at 6th level, you gain two eldritch invocations of your choice from among those available to the warlock class. For every two levels you have in this class, you count as having one warlock level for the purpose of meeting an eldritch invocation’s prerequisites. Constitution is your spellcasting ability for any spells you gain as a result of one of these eldritch invocations, and any eldritch invocation gained this way that references your Charisma modifier uses your Strength modifier instead.
When you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you meet the prerequisites for.
Grotesque Growth
Starting at 11th Level, when you use your Dread Hand feature, you can choose to grow into a towering misshapen form for one minute. When you do, your size increases by one category — from Medium to Large, for example. If there isn’t enough room for you to grow to that size, you grow to the maximum possible size the space will allow. While enlarged in this way, you have advantage on Strength checks and Strength saving throws, your reach becomes 10 feet, and your melee weapon attacks deal 1d4 extra damage. When the minute is over, you suffer one level of exhaustion.
Fountain of Viscera
Starting at 17th level, you can use an action and expend 6 moxie points to attempt to execute a creature of your choice within reach by magically burrowing your hand into its body and extracting its innards. The creature must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier). On a failure, the creature takes 100 piercing damage. On a success, the creature takes 50 piercing damage instead.
If this damage reduces the target to 0 hit points or less, it immediately dies as you rip a hole through it, creating a stomach-turning fountain of viscera. When this happens, each creature within 30 feet of you who can see you must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be frightened of you for 1 minute. A creature who fails the saving throw can make the Wisdom saving throw again at the end of each of its turns, ending the frightened condition early on a success.
Once you use this feature, you must finish a long rest before you can use it again.
Lead Eaters
Source: Ultimate Adventurers Handbook
Pugilists in the Lead Eaters augment their swaggering moves with flashy gunplay, specializing in the use of blackpowder weapons. Known for filling stomachs with lead bullets and knuckle sandwiches, these pugilists love nothing more than staring down an opponent at high noon, proving that their hands are faster and their panache is greater than those of their competitor. And if they’re outmatched in the draw or run out of ammo, they’ll still happily beat that opponent senseless with the butt of their gun, classic fisticuffs, or anything else at hand.
Pugilistic Plugger
When you choose this fight club at 3rd level, you learn to combine gunplay with your fisticuffs, gaining the following benefits:
- You gain proficiency in the Performance skill if you don’t already have it. If you do, you gain proficiency in your choice of the Deception or Sleight of Hand skills.
- You gain proficiency with all weapons that have the black powder property and these weapons count as pugilist weapons for you.
- You can use Strength, instead of Dexterity, for the attack and damage rolls of ranged attacks you make with black powder weapons.
Black Powder Panache
Also at 3rd level, you gain the following additional moxie features.
- Drop It. When you hit a creature with a ranged attack using a black powder weapon, you can spend 1 moxie point to cause an object that creature is holding to be flung up to 20 feet in a straight line away from you. If you do, the attack deals no damage.
- Quick Draw. When you roll initiative, you can use your reaction and spend 2 moxie points to draw a black powder weapon and make an attack with it.
- Ricochet Shot. When you make a ranged attack with a black powder weapon, you can spend 1 moxie point to cause the shot to ricochet off of objects in the environment. The attack ignores half and three-quarters cover, and doesn’t have disadvantage due to a hostile creature being within 5 feet of you.
Gun Club
At 6th level, you learn to use firearms even more effectively in melee combat. When you hit a creature with a melee improvised weapon attack using a black powder weapon, you can spend 2 moxie points to force the target to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be stunned until the start of your next turn.
The Gun Show
Starting at 11th level, whenever you make a Charisma check, you can substitute your Strength modifier for your Charisma modifier.
Additionally, when you succeed on an Intimidation or Performance check involving a black powder weapon you’re holding, you regain 1 moxie point, up to your maximum. You can regain a number of moxie points with this feature equal to your proficiency bonus, and you regain all of your expended uses when you finish a long rest.
Duel at High Noon
Starting at 17th level, you can cast the duel of destiny spell. Strength is your spellcasting ability for the spell. When you cast the spell with this feature, you can immediately make an unarmed strike or attack with a pugilist weapon as a bonus action, and if the spell ends as a result of the target dropping to 0 hit points, you regain all of your expended moxie points. Once you cast the spell using this feature, you can’t do so again until you finish a long rest.
Paradox Consortium
Source: Ultimate Adventurers Handbook
Pugilists of the Paradox Consortium fight like time is on their side, mostly because it is. They build and utilize equipment powered by their moxie to bend the flow of time, jump back in short bursts to de-canonize their mistakes, and accelerate localized time for themselves and others. To such a pugilist, navigating the wibbly wobbly, timey wimey stuff is just another Tuesday. If you mess with one, be prepared to get punched into next week...literally.
Time Tinkerer
When you choose this fight club at 3rd level, you gain proficiency with tinker’s tools and learn the mending cantrip if you don’t already have them. Intelligence is your spellcasting ability for the spell.
Chronal Capacitor
Also at 3rd level, you create a chronal capacitor harness that, when you wear it, grants you the following additional moxie features. If your chronal capacitor is ever lost or destroyed, you can spend 1 hour using tinker’s tools and 25 gp worth of metal, wires, and glass to create a new one.
- Decelerate. You can briefly slow down time to observe the minutiae around you. You can use a bonus action and spend 1 moxie point to take the Help or Search action.
- Fast Forward. You can use a bonus action and spend 1 moxie point to briefly accelerate time for a creature you touch. Until the end of that creature’s next turn, each of its speeds increases by 10 feet, it gains a +2 bonus to its AC, and it can use its bonus action to take the Disengage, Hide, or Use an Object action.
- Rewind. When you fail an ability check or attack roll, you can use your reaction and spend 1 moxie point to rewind time to just before you made the roll. Reroll and use the new result.
Magi-Technician
At 6th level, your tinkering with your chronal capacitor has led you to experimentation with other technological techniques. You learn two artificer infusions of your choice from those available to the artificer class. For every two levels you have in this class, you count as having one artificer level for the purpose of meeting an infusion’s prerequisites.
When you finish a long rest, you can use tinker’s tools to imbue a nonmagical object with one of your infusions, turning it into a magic item. You must follow all of the other rules for infusing an item, and you can have up to two objects infused at any given time. When you gain a level in this class, you can replace one of the infusions you know with another infusion for which you meet the prerequisites.
Wibbly Wobbly Wallop
Starting at 11th level, when you hit a creature with an unarmed strike while wearing your chronal capacitor, you can spend 3 moxie points to attempt to knock it out of the timestream. The target must succeed on a Charisma saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or become magically lost between the boundaries of space-time for 1 minute.
While there, the target is incapacitated, can’t be affected by the attacks or effects of creatures other than itself, and can repeat the saving throw at the end of each of its turns. If it succeeds on the saving throw, if your chronal capacitor harness is destroyed, or if you lose concentration (as though concentrating on a spell), the target reappears in the space it left or in the nearest unoccupied space if its former space is occupied.
If the target doesn’t reappear before the full minute has elapsed, it reappears 7 days later in the space it left or in the nearest unoccupied space if that space is occupied, and you can’t use this feature again until you finish a long rest.
Temporal Tag-Team
Starting at 17th level, you can use an action while wearing your chronal capacitor to magically summon a future version of yourself to the present. This time clone appears in an unoccupied space of your choice within 30 feet of you. The time clone takes its turns immediately after yours, and you control it just as you would yourself. It has your statistics, hit points, racial traits, class features, and equipment, each treated as though the time clone has just finished a long rest at the next day’s dawn. The time clone disappears after 1 minute, if it is reduced to 0 hit points or dies, or if you die. The time clone immediately dies if it attempts to share future knowledge or use this feature, the paradox tearing it asunder.
Once you use this feature, you can’t use it again until you finish a long rest.
Piss & Vinegar
Source: Ultimate Adventurers Handbook
Pugilists in the Piss & 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 fight to win at all costs.
Bonus Proficiency
When you choose this fight club at 3rd level, you gain proficiency in the Intimidation skill if you don’t have it already. If you do, you gain proficiency in your choice of the Deception or Sleight of Hand skill.
Salty Salute
Also at 3rd level, you have mastered the art of the enraging insult. You can use a bonus action on your turn to provoke a creature within 60 feet who can see or hear you. That creature must make a Wisdom saving throw. On a failure, the creature takes psychic damage equal to a roll of your fisticuffs die + your Charisma modifier and has disadvantage on any attack rolls it makes that do not include you as a target before the start of your next turn. For any of your Piss & Vinegar features that require your opponent to make a saving throw, the saving DC is calculated as follows:
- Piss & Vinegar save DC = 8 + your proficiency bonus + your Charisma modifier
Dirty Tricks
Starting at 6th level, you have a few tricks up your sleeve to even the odds when the going gets rough. You can use each of these dirty tricks once, and regain their use when you finish a short or long rest.
- Heelstomper. When you deal damage with an unarmed strike, you attempt to slow the creature you hit. The creature must make a Dexterity saving throw. On a failure, you regain 1 expended moxie point and the creature’s movement speed is halved for one minute.
- Low Blow. When you deal damage with an unarmed strike, you can choose to hit the creature below the belt. The creature must make a Strength saving throw. On a failure, you regain 1 expended moxie point and the creature is knocked prone.
- Pocket Sand. You can use a bonus action to attempt to blind a creature within 5 feet. The creature must make a Constitution saving throw. On a failure, you regain 1 expended moxie point and the creature is blinded until the end of its next turn.
Mean Old Cuss
Starting at 11th level, your threats and mean spirited tricks pack an extra punch. When you make a Charisma (Intimidation) check, you can use your reaction and spend 1 moxie to give yourself advantage on the roll. When a creature makes a saving throw against one of your Piss & Vinegar features, you can use your reaction and spend 1 moxie to give that roll disadvantage.
The Uncouth Art
Starting at 17th level, you gain the ability to offend every creature in the room with minimal effort. When you use your Salty Salute feature, you can choose to target a number of creatures within 60 feet who can see or hear you up to your level in this class, instead of a single creature. You regain 1 expended moxie point the first time each target hits you with an attack before the start of your next turn.
Once you use this feature, you can’t use it again until you finish a long rest.
Relentless Revenant
Source: Ultimate Adventurers Handbook
Most pugilists suffer hardships, but few can claim they’ve passed through the gates of death and returned. You died in an incident of terrible violence, perhaps an accident, perhaps not. You felt suffering, silence, darkness... then a cold-burning hatred in your chest. When you woke, you were changed. An object near you or on your person when you died granted you supernatural powers. You might not be able to die, but you’re pretty sure your enemies can.
Terrible Talisman
Starting when you choose this fight club at 3rd level, you possess an object that reminds you of the burning hate that returned you to the land of the living. This object, known as your talisman, grants you the following supernatural powers:
- You suffer from exhaustion as if you had one less level than you do. You do not die from exhaustion until you gain a seventh level. At 11th level, you suffer from exhaustion as if you had two less levels than you do, at which point you do not die from exhaustion until you gain an eighth level.
- You have advantage on death saving throws.
- If a spell, such as raise dead, has the sole effect of restoring you to life, the caster doesn’t need material components to cast the spell on you.
Your talisman can be any nonmagical object of your choice. If your talisman is ever destroyed, you lose all the supernatural powers it grants you. You can replace your talisman with an 8 hour ritual, during which time you call forth a shadowy replica of the talisman from the land of the dead.
No Escape
Also starting at 3rd level, you can use an action to cast the cause fear spell. Constitution is your spellcasting ability for this spell.
While a creature is frightened of you as a result of this spell, if it moves more than half of its movement speed on a turn, it must succeed on a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus) or fall prone and have its speed reduced to 0 until the start of its next turn. Additionally, creatures who are frightened of you as a result of this spell cannot hide from you and do not gain any of the benefits of invisibility against you.
Once you cast the spell with this feature, you can’t do so again until you finish a short or long rest.
Grave Cold Fury
Starting at 6th level, when you take damage other than radiant, you can use your reaction to reduce that damage by an amount equal to twice your level in this class (minimum 0). The first attack you make before the end of your next turn deals additional necrotic damage equal to the amount you reduced the triggering damage by.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Defy Death
Starting at 11th level, when you take damage that would reduce you to 0 hit points or kill you outright, you can use your reaction to be reduced to 1 hit point instead. When you do, you gain temporary hit points equal to 5 × your pugilist level, and you regain all expended moxie points and the use of your No Escape and Grave Cold Fury features. One minute after you use this feature, you gain two levels of exhaustion. Once you use this feature, you can’t use it again until you finish a long rest.
Enhanced Terrible Talisman
Starting at 17th level, your talisman grants you additional supernatural powers:
- Your maximum hit points can’t be reduced.
- You have resistance to necrotic damage.
- When a spell or effect would cause a creature to become frightened of you, it ignores any immunity to the frightened condition the target may have.
Urban Legend
Also starting at 17th level, death is but a door that you can pass through one way and then the other. If you die, you return to life with 1 hit point at the location of your talisman at midnight 1d6 + 1 days after you die. When you do, your talisman is destroyed.
Additionally, describe a small ritual that can be performed to summon you back from the dead even when your talisman is destroyed. Examples of such rituals could be saying your name three times in front of a mirror in the dark, reciting a certain rhyme or song on the night of the full moon in a graveyard, or spilling fresh blood on the ground while demanding an agent of vengeance appear. If you have been dead longer than 7 days, when a creature with an Intelligence 4 or higher completes the ritual, you return to life at its location with 1 hit point.
Rift Hitter
Source: Ultimate Adventurers Handbook
Pugilists who punch hard and fast enough might eventually tear through the fabric of space with their fists. Rift hitters are rewarded for their esoteric training with hands that never stop vibrating, swings that shatter space, and goals that are never out of reach.
Portal Punching
Starting when you choose this fight club at 3rd level, you’ve learned to think, and fight, with portals. On each of your turns, your unarmed strike and melee attacks made with pugilist weapons have a reach of 30 feet, as you send your attacks through rifts in space.
In addition, when you take the Attack action and only make unarmed strikes or attacks with pugilist weapons, you can use a bonus action and spend 1 moxie point to grapple one creature you targeted with one of those attacks. If your grapple attempt is successful, you immediately pull the creature to an unoccupied space of your choice within 5 feet of you.
Pocket Dimension
Also starting at 3rd level, your hands become handier than a haversack. As a bonus action, you can quickly plunge anything you’re holding into a personal demiplane, akin to a bag of holding. The object cannot be any larger than a 2-foot cube. You can store up to 10 objects this way; storing any more causes the first thing you stored to be lost in the Astral Plane.
You can use your bonus action to retrieve an object you stowed away, either bringing it onto your person or dropping it at a point you can see within 30 feet of you.
Eraser
Starting at 6th level, your fists can punch nothing and still be devastating. When you take the Attack action, you can spend 1 moxie point to replace one of your attacks with a punch to the empty space in front of you. When you do, you erase up to 30 feet of empty space ahead of you, allowing you to choose between propelling yourself forward or pulling the closest, unanchored creature or object towards you. The DC for saving throws called for by this feature equals 8 + your proficiency bonus + your Strength modifier.
- Propelling Yourself. You fly ahead in a straight line before falling to the ground. The first weapon attack you make during this movement has advantage. You stop early if you impact against a solid surface. If you collide with a creature, this movement ends and the creature must succeed on a Strength saving throw or be knocked prone.
- Pulling a Target. If the target is an unanchored object weighing less than your carrying capacity, it flies and lands in an unoccupied space in front of you. If the target is a creature your size or smaller, it must succeed on a Strength saving throw or fly into an unoccupied space of your choice within 5 feet of you and fall prone.
Flicker Fists
Starting at 11th level, each time you hit a creature with an unarmed strike, you can spend 2 moxie points to make an additional unarmed strike against the creature as part of the same action.
Making Space
Starting at 17th level, you can use an action to cast the arcane gate spell. Constitution is your spellcasting ability for this spell. Once you cast the spell using this feature, you can’t do so again until you finish a long rest, unless you spend 6 moxie points to do so again.
The Squared Circle
Source: Ultimate Adventurers Handbook
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, you gain the following additional moxie features.
- Compression Lock. When a creature attempts to break your grapple 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.
- 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 attempt to grapple the creature instead of making an opportunity attack.
- To the Mat. You can use a bonus action and spend 1 moxie point to make a Strength (Athletics) check with a DC equal to the AC of one creature within 5 feet of you. On a success, you grapple the creature and knock it prone.
Muscle Mass
Also at 3rd level, you gain proficiency in Athletics if you don’t already have it. If you do already have proficiency in Athletics, your proficiency bonus is doubled for any ability check that uses that proficiency.
Meat Shield
Starting 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 can 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
Starting at 11th level, you count as being one size larger for the purposes of grappling and shoving. 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 on the d20.
The Sweet Science
Source: Ultimate Adventurers Handbook
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 back alleys and the bars by those whose next breath depends on a knockout.
Bare Knuckle Boxer
Starting when you choose this fight club at 3rd level, your unarmed strikes score a critical hit on a roll of 19 or 20 on the d20.
Cross Counter
Also starting at 3rd level, you can block the brunt of an attack and launch one of your own in the same fluid motion. When you take damage from a melee weapon attack, you can use your reaction and spend 2 moxie points to reduce the damage 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
Starting at 6th level, when you use your bonus action to use the Old One-Two and hit the same creature with both attacks, you can spend 1 moxie point to make an additional unarmed strike against that creature as part of the same bonus action. If you hit, the creature is knocked prone in addition to taking damage as normal for your unarmed strike.
Float Like a Butterfly, Sting Like a Bee
Starting 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 expended moxie point.
Knock Out
Starting 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, plus an additional 2d12 for every moxie point spent after the first, and add your pugilist level to the result. If the total is equal to or greater than the creature’s remaining hit points, it is reduced to 0 hit points
Level | Proficiency Bonus | Fisticuffs | Moxie Points | Features |
---|
1st | +2 | 1d6 | - | Fisticuffs, Iron Chin |
2nd | +2 | 1d6 | 2 | Moxie, Street Smart |
3rd | +2 | 1d6 | 2 | Bloodied but Unbowed, Fight Club |
4th | +2 | 1d6 | 3 | Ability Score Improvement, Dig Deep |
5th | +3 | 1d8 | 3 | Extra Attack, Haymaker |
6th | +3 | 1d8 | 4 | Fight Club feature, Moxie-Fueled Fists |
7th | +3 | 1d8 | 4 | Fancy Footwork, Shake It Off |
8th | +3 | 1d8 | 5 | Ability Score Improvement |
9th | +4 | 1d8 | 5 | Down but Not Out |
10th | +4 | 1d8 | 6 | School of Hard Knocks |
11th | +4 | 1d10 | 6 | Fight Club feature |
12th | +4 | 1d10 | 7 | Ability Score Improvement |
13th | +5 | 1d10 | 7 | Rabble Rouser |
14th | +5 | 1d10 | 8 | Unbreakable |
15th | +5 | 1d10 | 8 | Herculean |
16th | +5 | 1d10 | 9 | Ability Score Improvement |
17th | +6 | 1d12 | 9 | Fight Club feature |
18th | +6 | 1d12 | 10 | Fighting Spirit |
19th | +6 | 1d12 | 10 | Ability Score Improvement |
20th | +6 | 1d12 | 12 | Peak Physical Condition |