Pugilist
Hit Points
Hit Dice: d8 per Pugilist level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per pugilist level after 1st
Proficiences
Armor: Light Armor
Weapons: Simple Weapons, Improvised Weapons, Whip, Derringer
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.
Overview & Creation
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 snarling pack she swings wildly, knocking several
hobgoblins off their feet and sending the rest scattering
before her.
The human braces himself for the impact as the
orc rushes him. Then the monster 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, forcing 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 brandishes it before the
noble. The young dandy 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, either from overconfidence or desperation. In
a fight they can channel this strength of character to dig
deep and fight off foes with greater strength of numbers,
arms, or armor than anyone else would think possible.
Swagger for Days
Pugilists unconsciously tap into their own inner strength
in the form of 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 with
a never-say-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.
Life on the Street
Every city in the worlds of D&D has 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 philosophy 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.
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 an escape from 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 are as excited by
the prospect of throwing punches as they are spending
every last gold coin they earn.
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 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
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 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 fisticuffs die + your pugilist
level + 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 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 non-magical 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 your pugilist level + your Constitution modifier and
you regain all expended moxie points. You cannot use
this feature 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, Piss & Vinegar,
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, before you make an attack that
does not already have disadvantage, you can declare
you are swinging wild haymakers. You make all weapon
attack rolls until the end of this turn with disadvantage
and when you deal damage with a pugilist weapon or an
unarmed strike you do not roll for the weapon’s damage
die, 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.
Down But Not Out
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.
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, 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 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 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 half
your expended hit dice.
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
Subclass Options
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.
Arena Royale
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
Starting 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 1). 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
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, all
creatures 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. You can use
this feature again after you finish a long rest.
High Flyer
Starting at 11th level, your base movement increases by
10 feet, your jump distance is doubled, and you can use a
bonus action on your turn 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 can jump
in any direction up to your movement speed, make an
attack roll with advantage against a creature in your
reach and, if you hit, the attack is a critical 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
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.
Ever Vigilant
When you choose this fight club 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.
Detective Work
Also 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) ability check you can spend 1 moxie point
to gain advantage on that ability check.
Scrap Like a Sleuth
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 your proficiency bonus 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
You’ve never had a friend you could rely on that walked
on two legs. Lucky for you, you’ve got the best fourlegged
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.
Bonus Proficiency
When you choose this fight club at 3rd level, you gain
proficiency with the Animal Handling skill if you don’t
already have it. If you do, you gain proficiency in your
choice of the Perception or Survival skill.
Brawler’s Best Friend
Also at 3rd level, you gain a hound that accompanies
you on your adventures and fights alongside you. Your
hound can be any breed of dog or similar canine
creature, but uses the statistics of a wolf (found in
appendix A of the Monster Manual). You add your
proficiency bonus to your hound’s AC, saving throws,
attack rolls, and damage rolls.
For each level you gain after 3rd, your hound gains
an additional d8 hit die and increases its hit points
accordingly.
You can use a bonus action on each of your turns to
verbally command your hound to take the Attack, Dash,
Disengage, Dodge, or Help action that turn. It does not
have its own turn unless you are incapacitated or absent.
If you are incapacitated or absent, the hound acts
on its own (continuing to act on your turn, if you are
incapacitated), focusing on protecting you and itself.
The hound never requires your command to use its
reaction, such as when making an opportunity attack.
If your hound dies, you can obtain a new one by
spending 8 hours bonding with a canine animal that
isn’t hostile to you.
Mutt With Moxie
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.
Arcanine Bite
At 6th level, your hound’s attacks count as magical for
the purpose of overcoming resistance and immunity to
non-magical attacks and damage.
Coordinated Attack
Also 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 melee attack.
Hound’s Best Friend
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.
Dire Hound
Beginning at 17th level, you use the statistics for a
dire wolf (found in appendix A of the Monster Manual),
instead of a wolf, for your hound, except that its size
remains Medium. These statistics are modified as
described in your Brawler’s Best Friend feature.
Hand of Dread
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 blade ward, eldritch blast, and prestidigitation
cantrips. Constitution is your spellcasting modifier
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 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.
- When you roll a 1 on a damage die for an unarmed
strike attack you made, 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 attack
each turn you can make an additional unarmed strike
attack 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.
Deal With The Devil
Starting at 6th level, you gain two eldritch invocations of
your choice from among those available to the warlock
class. 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
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 (as described in appendix A of
the Player’s Handbook).
Fountain of Viscera
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 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.
Piss & Vinegar
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
Starting when you choose this fight club at 3rd level, you
gain proficiency with the Intimidation skill if you don’t
have it already.
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 your fisticuff’s damage
die + your Charisma modifier in psychic damage 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
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 attack, you attempt to slow the creature you hit.
The creature must make a Dexterity saving throw. On
a failure, you gain 1 moxie point (up to your maximum)
and its movement speed is halved for one minute.
Low Blow
. When you deal damage with an unarmed
attack you can choose to hit them below the belt. The
creature must make a Strength saving throw. On a
failure, you gain 1 moxie point (up to your maximum)
and it 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 gain
1 moxie point (up to your maximum) and it is blinded
until the end of its next turn.
Mean Old Cuss
At 11th level, your threats and mean spirited tricks pack an
extra punch. When you make a Charisma (Intimidation)
ability 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 gain 1 moxie point (up to your maximum)
the first time each creature targeted in this way hits you
with an attack before the start of your next turn. You can
use this feature again after you finish a long rest.
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, you
gain the following additional moxie features.
Compression Lock
. 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.
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 attack 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 within range. If successful, the creature is
also knocked prone.
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.
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 back alleys 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 hit the same creature with both attacks,
you can spend 1 moxie 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
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 (up to
your maximum).
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 + 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 unconscious for 10 minutes.
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 |