Racial: Dragonborn(Blue)
Breath Weapon.you can use your action to exhale a 5x30ft line of lightning. Each creature in the area must make a Dex save
13 (Con + Prof +8) A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
After you use your breath weapon, you can't use it again until you complete a short or long rest.
Damage Resistance.You have resistance to lightning damage
Mercenary Life.You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see "Practicing a Profession" under "Downtime Activities" in chapter 8 of the Player's Handbook).
Pugalist
Fisticuffs.At 1st level, your years of fighting in back alleys and taverns have given you mastery over combat styles that use unarmed strieks and pugilist weapons, whic are simple melee weaponsiwthou the two-handed property, whips, and imrpovised weapons. You may not use the finess 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 useing a shield:
- You can roll a d6 in place of the normal damage die of your unarmed or pugilist waepon. This die changes as you gain pugilist levels.
- When you use the attack action with an unarmed strike or a pugilist weapon on your turn, you can make one uanarmed 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 shiled, your AC equals 12 + your constitution modifier
Moxie. Starting at 2nd level, your exerpience laying the beatdown on others have given you a moxie you can cahnnel 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.
You can spend these points to fuel various moxie features. You start knowing three such features: Brace up, The Old One-Two, and Stick anbd 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 attac 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. Begining 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 puiblic 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 by Unbowned. Starting at 3rd level, when you take damage that reucdes 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 until you finish a short or long rest.
Ability Score Improvement;Grappler. You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
- You have advantage on attack rolls against a creature you are grappling.
- You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
- Creatures that are one size larger than you don’t automatically succeed on checks to escape your grapple.
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 oppurtunity 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.
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.
Features & Traits