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Pugilist

Class: Pugilist

pugilist.jpeg

The pugilist is a martial class in D&D focused on unarmed fighting. Pugilists tap into an inner resolve called moxie which fuels their special abilities. They excel at bare-knuckle brawling, taking hits, and overcoming odds stacked against them.

Pugilists are proficient with simple weapons, whips, improvised weapons, and light armor. Their key abilities are Strength and Constitution. At early levels, they gain features like Iron Chin to use Constitution for AC and Fisticuffs to deal improved unarmed damage.

As they gain experience, pugilists unlock moxie abilities powered by moxie points. These include Brace Up to gain temporary HP, Old One-Two to make bonus action strikes, and Stick and Move to shove or dash as a bonus action.

At 3rd level, a pugilist joins a Fight Club which provides subclass features. These include Arena Royale for showmanship, Bloodhound Bruisers for urban vigilantism, and The Sweet Science for elegant boxing techniques.

Other pugilist features improve their resilience like Bloodied but Unbowed to gain resources when reduced to half health and School of Hard Knocks for psychic resistance. Their capstone ability Peak Physical Condition raises Strength and Constitution to 22.

Overall, the pugilist is great for players wanting a scrappy brawler who uses their force of will to overcome challenges and never stays down for long. Their mix of bruiser tactics and showy bravado make them a unique martial class.

Class Features

Hit Points

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

Proficiencies

Armor: Light armor
Weapons: Simple weapons, improvised weapons, whip, hand crossbow
Tools: Choose one artisan’s tools, gaming set, or thieves’ tools
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Athletics, Deception, Intimidation, Perception, Sleight of Hand, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) leather armor or (b) any simple weapon
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • (a) a set of artisan’s tools or (b) a gaming set or (c) thieves’ tools

Multiclassing

To qualify for multiclassing into the pugilist class, you must meet these prerequisites:

  • Strength 13
  • Constitution 13

Fisticuffs

At 1st level, you gain the following benefits when wearing light or no armor and not using a shield and only using pugilist weapons (simple melee weapons without the two-handed property, whips, improvised weapons):

  • You can roll a d6 in place of the normal damage for your unarmed strike or pugilist weapon. This die changes as you gain levels, as shown on the Pugilist table.
  • When you take the Attack action with an unarmed strike or pugilist weapon, you can make one unarmed strike or grapple as a bonus action.

Iron Chin

At 1st level, while wearing light or no armor and not wielding a shield, your AC equals 12 + your Constitution modifier.

Moxie

At 2nd level, you gain a number of moxie points, as shown on the Pugilist table. You can spend these points on moxie abilities like Brace Up, The Old One-Two, and Stick and Move. You regain expended moxie points when you finish a short or long rest.

Street Smart

At 2nd level, carousing, shadowboxing, and sparring count as light activity for resting. After carousing in a settlement for 8 hours, you know all public locations and can’t get lost by non-magical means while in the settlement.

Bloodied but Unbowed

At 3rd level, when reduced to half your max HP or lower, you can use your reaction to gain temporary HP equal to your pugilist level + Constitution mod and regain all expended moxie points. Once per short rest.

Fight Club

At 3rd level, you choose a fighting style that grants features: Arena Royale, Bloodhound Bruisers, Dog & Hound, Hand of Dread, Piss & Vinegar, The Squared Circle, or The Sweet Science.

Ability Score Improvement

At 4th level and again at 8th, 12th, 16th, and 19th level, you can increase one ability score by 2 or two scores by 1, up to 20. Alternatively, you can take a feat.

Dig Deep

At 4th level, you can take 1 minute to gain resistance to bludgeoning, piercing, and slashing damage. At the end costs 1 level of exhaustion.

Extra Attack

At 5th level, you can attack twice when you take the Attack action.

Haymaker

At 5th level, you can declare you are swinging wild haymakers, taking disadvantage on attack rolls until your next turn but dealing maximum damage on hits.

Moxie-Fueled Fists

At 6th level, your unarmed strikes count as magical for overcoming damage resistance/immunity.

Fancy Footwork

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

Shake It Off

At 7th level, you can use your action to end one effect causing you to be charmed or frightened.

Down But Not Out

At 9th level, when using Bloodied but Unbowed, you can add your proficiency bonus to unarmed/pugilist weapon damage for 1 minute. Once per long rest.

School of Hard Knocks

At 10th level, you have resistance to psychic damage and advantage on saves against being stunned or unconscious.

Rabble Rouser

At 13th level, after carousing in a settlement, you have advantage on Persuasion and Intimidation checks against residents.

Unbreakable

At 14th level, you have advantage on Strength, Dexterity, and Constitution saving throws. You can spend 1 moxie point to reroll a failed save.

Herculean

At 15th level, your carrying capacity is doubled. Your standing jump equals your running jump. Melee weapon/unarmed strike damage to objects is doubled.

Fighting Spirit

At 18th level, when reduced to 0 HP and 4 levels of exhaustion or less, regain half your max HP, half max moxie points, and gain 1 level of exhaustion. Once per long rest.

Peak Physical Condition

At 20th level, your Strength and Constitution scores increase by 2, to a maximum of 22. When you long rest, you reduce 2 levels of exhaustion rather than 1 and regain all expended hit dice rather than half.

Fight Clubs

Arena Royale

Pugilists who perform and fight as gladiators. Gain features to inspire fear/adoration in crowds and enhanced mobility.

Bonus Proficiency
Gain proficiency in Performance or Intimidation/Persuasion.

Persona Libre
Adopt an alternate persona. Gain persona points to fuel moxie abilities instead.

Work the Crowd (6th)
Inspire fear or adoration in creatures within 30 feet. Once per long rest.

High Flyer (11th)
+10 feet movement speed. Jump distance doubled. Can Dash as bonus action.

Signature Move (17th)
Make a special jumping attack. Auto-crit on hit and stun. Once per long rest.

Bloodhound Bruisers

Highly observant pugilists who defend the downtrodden. Gain urban defense abilities.

Ever Vigilant
Advantage on initiative rolls. Advantage on first round attack rolls.

Detective Work
Gain proficiency in two of: Insight, Investigation, Perception. Spend moxie for advantage on skill checks.

Scrap Like a Sleuth (6th)
Study a foe to gain attack/AC bonuses against them.

Heart of the City (11th)

Gain bonuses while in a familiar settlement.

Eyes Wide Open (17th)

Gain truesight, advantage on blindness/deafness saves.

Dog & Hound

Pugilists who fight alongside a canine companion. Share moxie abilities.

Brawler’s Best Friend
Gain a wolf companion who aids you in battle.

Mutt With Moxie
Your hound benefits when you use certain moxie abilities.

Arcanine Bite (6th)
Your hound’s attacks are magical.

Coordinated Attack (6th)

Your hound can attack when you take the Attack action.

Hound’s Best Friend (11th)
Make an opportunity attack when your hound takes damage.

Dire Hound (17th)

Your hound becomes a dire wolf.

Hand of Dread

Made a pact with a dark power for strength. Gain eldritch abilities.

Black Magic
Learn eldritch cantrips and abyssal/infernal/sylvan language.

Dread Hand
Manifest a monstrous arm for enhanced unarmed strikes.

Deal with the Devil (6th)
Gain two eldritch invocations.

Grotesque Growth (11th)

Become Large sized with dread hand active.

Fountain of Viscera (17th)

Grisly execute a creature. Frighten others.

Piss & Vinegar

Foul-mouthed brawlers who fight dirty and cheat to win.

Salty Salute
Insult a creature to deal psychic damage.

Dirty Tricks (6th)

Slow enemies, knock them prone, blind them.

Mean Old Cuss (11th)
Gain benefits when intimidating or forcing saves.

The Uncouth Art (17th)
Insult multiple creatures at once.

The Sweet Science

Skilled boxers who wear down foes then finish with a KO.

Cross Counter
Block then counterattack. Spend moxie to reduce damage.

One, Two, Three, Floor (6th)

Knock prone if bonus action attacks hit.

Float Like a Butterfly, Sting Like a Bee (11th)
Regain moxie when you reduce damage to 0 and counter.

Knock Out (17th)

Spend moxie to knock unconscious instead of dealing damage.

The Squared Circle

Grappling experts who force submissions through locks and holds.

Groundwork
Learn grappling-focused moxie abilities.

Meat Shield (6th)
Gain cover against unattended foes when grappling one.

Heavyweight (11th)

Count as Large for grapples. Full speed when dragging.

Clean Finish (17th)

Crit on 19-20 against grappled foes. Advantage on attacks.

Pugilist Moxie Abilities

Brace Up
Gain temporary HP equal to pugilist level + Constitution mod + fisticuffs die.

The Old One-Two
Make two unarmed strikes as a bonus action after the Attack action. Costs 1 moxie.

Stick and Move

Shove or Dash as a bonus action. Costs 1 moxie.

Compression Lock
Force a creature to reroll a success on escaping your grapple. Costs 1 moxie.

Quick Pin
Make two grapple attacks as a reaction when a creature provokes opportunity attack. Costs 1 moxie.

To the Mat
Knock prone when you grapple a creature. Costs 1 moxie.

Pugilist Weapons

  • Unarmed strike
  • Brass knuckles (1d4 B)
  • Katar (1d4 P)
  • Knuckle knives (1d4 S)

Last update : July 17, 2023
Created : July 16, 2023