SIGNING IN

Hit Points

Hit Dice 1d8 per niveau

Vaardigheden

STR , CON

Pugilist

Niveau Proficiency Bonus Eigenschappen Fisticuffs Moxie Points
1 + 2 Fisticuffs Iron Chin 1d6 0
2 + 2 Fisticuffs Iron Chin 1d6 2
3 + 2 Fisticuffs Iron Chin 1d6 2
4 + 2 Fisticuffs Iron Chin 1d6 3
5 + 3 Fisticuffs Iron Chin 1d8 3
6 + 3 Fisticuffs Iron Chin 1d8 4
7 + 3 Fisticuffs Iron Chin 1d8 4
8 + 3 Fisticuffs Iron Chin 1d8 5
9 + 4 Fisticuffs Iron Chin 1d8 5
10 + 4 Fisticuffs Iron Chin 1d8 6
11 + 4 Fisticuffs Iron Chin 1d10 6
12 + 4 Fisticuffs Iron Chin 1d10 7
13 + 5 Fisticuffs Iron Chin 1d10 7
14 + 5 Fisticuffs Iron Chin 1d10 8
15 + 5 Fisticuffs Iron Chin 1d10 8
16 + 5 Fisticuffs Iron Chin 1d10 9
17 + 6 Fisticuffs Iron Chin 1d12 9
18 + 6 Fisticuffs Iron Chin 1d12 10
19 + 6 Fisticuffs Iron Chin 1d12 10
20 + 6 Fisticuffs Iron Chin 1d12 12

Klasse-eigenschappen

Niveau 1

Fisticuffs
Iron Chin

Niveau 10

School of Hard Knocks

Niveau 11

Fight Club feature

Niveau 12

Ability Score Improvement

Niveau 13

Rabble Rouser

Niveau 14

Unbreakable

Niveau 15

Herculean

Niveau 16

Ability Score Improvement

Niveau 17

Fight Club feature

Niveau 18

Fighting Spirit

Niveau 19

Ability Score Improvement

Niveau 2

Moxie
Street Smart

Niveau 20

Peak Physical Condition

Niveau 3

Bloodied but Unbowed
Fight Club

Niveau 4

Ability Score Improvement
Dig Deep

Niveau 5

Extra Attack
Haymaker

Niveau 6

Moxie-Fueled Fists
Fight Club feature

Niveau 7

Fancy Footwork
Shake it Off

Niveau 8

Ability Score Improvement

Niveau 9

Down but Not Out

Vaardigheden

Armor

light

Weapons

simple

improvised weapons

whip

hand crossbow

Skills

Startuitrusting

(a) a set of artisan's tools or (b) a gaming set or (c) thieves' tools

Klasse-eigenschappen

Fisticuffs (Level 1)

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 (Level 1)

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 (Level 2)

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. 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 (Level 2)

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 (Level 3)

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 expended moxie points. Once you use this feature, you can't use it again until you finish a short or long rest.

Fight Club (Level 3)

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 (Level 4)

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 (Level 4)

Beginning 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 (Level 5)

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Haymaker (Level 5)

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 (Level 6)

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

Fight Club feature (Level 6)

At 6th level, you gain one feature granted by your Fight Club.

Fancy Footwork (Level 7)

At 7th level, you gain proficiency in Dexterity saving throws.

Shake it Off (Level 7)

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Ability Score Improvement (Level 8)

When you reach 8th 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.

Down but Not Out (Level 9)

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 (Level 10)

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.

Fight Club feature (Level 11)

At 11th level, you gain a feature granted by your Fight Club.

Ability Score Improvement (Level 12)

When you reach 12th 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.

Rabble Rouser (Level 13)

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 (Level 14)

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 (Level 15)

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.

Ability Score Improvement (Level 16)

When you reach 16th 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.

If your DM allows the use of feats, you may instead take a feat.

Fight Club feature (Level 17)

At 17th level, you gain a feature granted by your Fight Club.

Fighting Spirit (Level 18)

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.

Ability Score Improvement (Level 19)

When you reach 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.

If your DM allows the use of feats, you may instead take a feat.

Peak Physical Condition (Level 20)

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.

Multiklassen

Multiklasse-vereisten

{"con":13,"str":13}

Verworven Vaardigheden

Armor light
Weapons improvised weapons

Subklasses

Arena Royale
SterlingVermin
Bloodhound Bruisers
SterlingVermin
Dog & Hound
SterlingVermin
Dragonheart
SterlingVermin:Patreon
Hand of Dread
SterlingVermin
King of Beasts
SterlingVermin:Patreon
Mailed Fist
SterlingVermin:Patreon
Piss & Vinegar
SterlingVermin
Street Saint
SterlingVermin:Patreon
The Squared Circle
SterlingVermin
The Sweet Science
SterlingVermin
Whiskey Fist
SterlingVermin:Patreon

Subklasse-eigenschappen

Arena Royale

Arena Royale (Level 3)

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 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 (Level 6)

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 (Level 11)

Starting at 11th level, your base walking speed increases by 10 feet, your jump distance is doubled, and you can use a bonus action on each of your turns to take the Dash action.

Signature Move (Level 17)

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 movement speed, make an attack roll with advantage against a creature in 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

Bloodhound Bruisers (Level 3)

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

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.

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.

Scrap Like a Sleuth (Level 6)

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 (Level 11)

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 (Level 17)

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

Dog & Hound (Level 3)

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.

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 it sturn 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 houn 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

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 (Level 6)

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 (Level 11)

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 (Level 17)

Beginning at 17th level, your hound's spirit is as unbreakable as yours. When you hound takes damage that reduces its current hit points to half its maximum hit points or less, you can use your reaction ot 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.

Dragonheart

Dragonheart (Level 3)

Long ago, a half-dragon trained a group of warriors to aid in her efforts to carve out an empire for herself. She failed but the esoteric techniques she taught these soldiers has been passed down from mentor to student ever since. Unlike joining other fight clubs, pugilists do not become discover these abilities due to temperament or inclination alone. Instead, dragonhearts, as these pugilists are known, dedicate themselves to learning the ancient combat techniques taught by the half-dragon would-be conqueror.

Draconic Mien

When you choose this fight club at 3rd level, you carry yourself with the menacing confidence of dragons. You gain proficiency in the Intimidation skill if you don't have it already. Your proficiency bonus is doubled for any ability check you make that uses this proficiency.

In addition, you can read, speak, and write Draconic.

Scales of War

Also at 3rd level, you can use a bonus action on your turn to cause your skin to slough off, temporarily revealing hard scales underneath. When you do, you have resistance to bludgeoning, piercing, and slashing damage for 1 minute.

Once you use this feature, you must finish a short or long rest before you can use it again.

Elemental Rebuke (Level 6)

At 6th level, when use your Bloodied but Unbowed feature you can choose to exhale a 30-foot cone of elemental energy as part of the same reaction. When you do, you can choose the nature of your breath weapon which determines the type of damage dealt: acid, cold, fire, or lightning.

Each creature in the area of exhalation must make a Dexterity saving throw with a DC equal to 8 + your Constitution modifier + your proficiency bonus. Creatures who fail this saving throw take 1d12 + #$prompt_number:min=1,title=Enter Your Pugilist Level!,default=1$#|1d12 + your pugilist level damage, and half as much on a successful one.

Wings of War (Level 11)

At 11th level, when you use your Scales of War feature you also sprout wings, giving you a fly speed of 60 feet for 1 minute.

Frightful Presence (Level 17)

At 17th level, as an action you can exude terror to each creature of your choice within 60 feet. Chosen creatures must make a Wisdom saving throw with a DC equal to 8 + your Constitution modifier + your proficiency bonus. On a failed saving throw, the creature becomes frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Once you use this feature, you must finish a long rest before you can use it again.

Hand of Dread

Hand of Dread (Level 3)

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 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, granting you the following benefits:

  • 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

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 (Level 6)

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 on 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 in which you meet the prerequisites.

Grotesque Growth (Level 11)

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 (Level 17)

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.

King of Beasts

King of Beasts (Level 3)

Most pugilists start their path in teeming cities but not all of them stay there. Pugilists in the King of Beasts fight club make their home in the wilderness and discover they are more similar to the streets of major cities than they might have guessed—might makes right in either case. This time living among the beasts of the world changes a pugilist, allowing them to tap into a virile resilience and even learn to take on the many shapes of fauna they've encountered. These pugilists often ally with druids to defend the natural world against those who would abuse it.

Bestial Vigor

When you choose this fight club at 3rd level, your hit point maximum increases by 6. Whenever you gain a level in this class, your hit point maximum increases by 2.

Wild Shape

Also at 3rd level, you can use your action to magically assume the shape of a beast that you have seen before. Once you use this feature, you can't use it again until you finish a short or long rest.

Your pugilist level determines the beasts you can transform into, as shown in the Beast Shapes table. At 3rd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.

Wild Shape Table
LevelMax. CRLimitationsExample

3rd

1/4

No flying or swimming speed

Wolf

6th

1/2

No flying speed

Crocodile

11th

1

Giant eagle

You can stay in a beast shape for a number of hours equal to half your pugilist level (rounded down). You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.

  • When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.

  • You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.

  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.

  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

War Shape (Level 6)

At 6th level, you can use a bonus action and expend a use of your Wild Shape to take on a war shape for 1 minute. When you do, choose one beast you can transform into using your Wild Shape feature.

While you are in your war shape, you combine features of your normal appearance with those of the chosen beast and you gain the following benefits for the duration:

  • You gain any special senses and movement speeds the beast has.

  • If the beast has any natural weapon attacks that deal piercing or slashing damage, you can choose to deal that damage type when you deal damage with an unarmed strike.

  • Your unarmed strikes deal an additional 1d4 damage.

  • If the beast is any size category smaller than you, you can choose to reduce your size by one category (from Medium to Small, for example) until your war shape ends.

  • If the beast is any size category larger than you, you can choose to increase your size by one category (from Medium to Large, for example) until your war shape ends.

  • You have advantage on Charisma (Intimidation) ability checks.

Cornered but Not Caught (Level 11)

At 11th level, when you use your Bloodied but Unbowed feature you can choose to also use this feature. If you do, you regain hit points equal to your Constitution modifier at the start of each of your turns for the next minute. This effect ends early if you are reduced to 0 hit points. You can use this feature again after you complete a long rest.

Beast at Heart (Level 17)

Starting at 17th level, you can use your Wild Shape feature twice, regaining both uses when you finish a short or long rest.

When you use your Wild Shape feature, you can choose to expend both uses. When you do, you can choose a beast with a challenge rating up to 5.

When you use your War Shape feature, you can choose to expend both uses. When you do, you choose up to three beasts and gain the special senses and movement speeds of each beast (using the highest of each movement speed if multiple chosen beasts have the same kind of movement speed). Additionally, the additional damage dealt by your unarmed strikes increases to 1d6.

Mailed Fist

Mailed Fist (Level 3)

Most pugilists are armored as heavily as they are armed—which is to say, they're not. But those of certain backgrounds, or from cultures with a heavy emphasis on metalworking such as dwarves, find they brawl better encased in armor. Pugilists in this fight club blend their metallurgical skills with their innate talent for fisticuffs, a combination that grants them scorching strikes and an ironclad resilience.

Bonus Proficiencies

When you choose this fight club at 3rd level, you gain proficiency with smith's tools and medium and heavy armor. Additionally, wearing medium and heavy armor does not prevent you from gaining the benefits of your Fisticuffs feature.

Fist of Embers

Also at 3rd level, you can use a bonus action and spend 2 moxie points to ignite your fists for 1 minute. While your fists are ignited, you take 1d6 fire damage at the start of each of your turns and your unarmed strikes deal an additional 1d6 fire damage. You can choose to end this feature early with no action required by you.

Adamant Will (Level 6)

At 6th level, when a critical hit is made against you while you are wearing medium or heavy armor, you can use your reaction to gain resistance to the damage of the attack.

Forged in Fire (Level 11)

Starting at 11th level, you have resistance to fire damage.

In addition, when you take fire damage you can use your reaction to gain temporary hit points equal to the damage taken. You lose all temporary hit points gained from this feature at the end of your next turn.

Adamant Body (Level 17)

At 17th level, when you are reduced to 0 hit points but not killed outright, you can use your reaction to drop to 1 hit point instead. When you do, you gain temporary hit points equal to twice your pugilist level + your Constitution score and you regain all expended moxie points. You cannot use this feature again until you finish a long rest.

Piss & Vinegar

Piss & Vinegar (Level 3)

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 with 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 fisticuff's damage 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

Dirty Tricks (Level 6)

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 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 them 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 (Level 11)

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 (Level 17)

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 creature targeted in this way 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.

Street Saint

Street Saint (Level 3)

Pugilists rise above the adversity they face. Those known as Street Saints do so with the aid of their deep and abiding faith in the gods. These pugilists have had their convictions tested and come out the other side with their righteous resolve only strengthened. They fight to make the world a better place. They fight because they believe their god has called them to. They fight because wherever corruption is allowed to exist, justice cannot flourish.

Channel Divinity

When you choose this fight club at 3rd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Channel Divinity: Fists of Faith and Channel Divinity: Grace of the Gods.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals 8 + your proficiency bonus + your Wisdom modifier.

Beginning at 11th level, you can use your Channel Divinity twice between rests. When you finish a short or long rest, you regain your expended uses.

Channel Divinity: Fists of Faith

You use a bonus action and offer up your hands to the will of the divine. For the next minute, your unarmed strikes score a critical hit on a result of 19 or 20.

Channel Divinity: Grace of the Gods

As a bonus action, you offer a prayer up to the gods and their divine protection surrounds you. You gain 1d10 + your pugilist level in temporary hit points. While you have any temporary hit points from this ability, you have resistance to all damage. You lose all temporary hit points granted by this ability after 1 minute.

Lay on Hands

Also at 3rd level, your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your pugilist level x 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

Hallowed Hands (Level 6)

At 6th level, when you deal damage to a creature with an unarmed strike you can expend a number of hit points from your Lay on Hands feature up to your level in this class to deal additional radiant damage equal to the hit points expended. This damage is doubled if the creature is a fiend or undead. Once you use this feature, you can't use it again until the start of your next turn.

Ravaged but Resolute (Level 11)

At 11th level, when you use your Bloodied but Unbowed feature you can choose to also use this feature. If you do, the pool of hit points your Lay on Hands feature grants you is refilled to its maximum. You can use this feature again after you finish a long rest.

Aura of Resilience (Level 17)

Starting at 17th level, as a bonus action on your turn you can lend your spiritual mettle to your allies. For the next minute, you and each friendly creature within 30 feet gain resistance to all damage. Once you use this feature, you can't use it again until you finish a long rest.

The Squared Circle

The Squared Circle (Level 3)

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 proficieny in Athletics, your proficiency bonus is doubled for any ability check that uses that proficiency.

Meat Shield (Level 6)

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 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 (Level 11)

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 (Level 17)

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

The Sweet Science (Level 3)

Pugilists who practice the Sweet Science hit hard, fast, and often. This style is sometimes used by fighters who battle for the entertainment of the upper classes, but is just as often practiced in the backalleys and the bars by those whose next breath depends on a knockout.

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. 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 (Level 6)

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 immediately spend 1 moxie point to make an additional attack with an unarmed strike as part of that 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 (Level 11)

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 (Level 17)

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.

Whiskey Fist

Whiskey Fist (Level 3)

Pugilists in the Whiskey Fist fight club are the bane of tavern owners throughout the land. There is nothing a Whiskey Fist pugilist likes more than to get a few drinks in his belly and throw down with anyone who dares to give him side eye. Even when wandering ancient ruins or traveling through the wilderness these pugilist always keep a few bottles "just in case".

Drink Like a Demon

Starting when you choose this Fight Club at 3rd level, you can use a bonus action on each of your turns to consume a potion or other beverage.

Additionally, when you drink an alcoholic beverage you can use your reaction to trigger your Bloodied but Unbowed feature.

Fish In Water

Also at 3rd level, when you drink an alcoholic beverage you can use your reaction to gain 1 moxie point. You can use this feature a number of times equal to your Constitution modifier and regain all expended uses when you finish a long rest.

Homebrewer

Also at 3rd level, you gain proficiency with brewer's supplies. When you finish a rest you can use whatever plant materials and water are at hand and brewer's supplies to create alcoholic beverages. You create 1d3 when you finish a short rest and 2d6 when you finish a long rest.

Hair of the Dog (Level 6)

Starting at 6th level, when you drink an alcoholic beverage you can use your reaction to lose a level of exhaustion. Once you use this feature, you can't use it again until you finish a long rest.

Mean Drunk (Level 11)

Starting at 11th level, when you consume an alcoholic beverage you can use your reaction and spend 5 moxie points to enter a drunken frenzy for 1 minute. While in a drunken frenzy, you gain the following benefits:

  • When you use your Haymaker feature, you do not gain disadvantage on your weapon attack rolls.

  • You gain a special reaction you can use each turn to make an opportunity attack. You cannot use your reaction on the same turn you use one of your special reactions.

  • You ignore the effects of exhaustion.

Minotaur in a Glassworker's Shop (Level 17)

Starting at 17th level, add the following benefits to your drunken frenzy.

  • You have resistance to bludgeoning, piercing, and slashing damage.

  • You have advantage on ability checks that add your Strength modifier.

  • You can move through other creatures. You can use your reaction when you move through a creature one size larger than you or smaller to make a Shove attack against that creature.