{"name":"Pugilist ","overview":"Arrows rain down around her as she runs towards the\r\nhobgoblins. Desperate to close the distance, the half-orc\r\nfights through the sting of a dozen cuts to reach her foes.\r\nThe pain only makes her stronger. As she descends on\r\nthe snarling pack she swings wildly, knocking several\r\nhobgoblins off their feet and sending the rest scattering\r\nbefore her.\r\n\r\nThe human braces himself for the impact as the\r\norc rushes him. Then the monster makes a mistake,\r\ntelegraphing its next move, and that\u2019s all the opening the\r\nhuman needs. He ducks beneath the orc\u2019s wide swing then\r\nraises both hands high above his head and brings them\r\ndown on the orc\u2019s back, forcing the brute to the ground.\r\nThe dwarf smiles broadly and chuckles as the petty\r\nnoble raises his hand to strike him for the impudent\r\nremark. Quick as a flash, the dwarf shatters the bottle\r\nin his hand against the bar and brandishes it before the\r\nnoble. The young dandy flinches, stumbles backward,\r\nand runs away as the dwarf turns back to the bar to\r\norder another round.\r\n\r\nWherever they come from, pugilists live a rough and\r\ntumble life that leaves them full of determination and\r\nreckless, either from overconfidence or desperation. In\r\na fight they can channel this strength of character to dig\r\ndeep and fight off foes with greater strength of numbers,\r\narms, or armor than anyone else would think possible.\r\n\r\n[h2]Swagger for Days[\/h2]\r\nPugilists unconsciously tap into their own inner strength\r\nin the form of moxie. This is not an esoteric or mystical\r\nenergy that flows through the multiverse, but the result\r\nof determination forged over a lifetime of hardship with\r\na never-say-die attitude. You can teach someone how\r\nto fight but you could never teach someone how to be\r\na pugilist. The secret of mastering moxie doesn\u2019t come\r\nfrom disciplined study or rigorous training, it comes\r\nfrom years of wanting and needing.\r\n\r\n[h2]Life on the Street[\/h2]\r\nEvery city in the worlds of D&D has its back alleys, its\r\nunderground fighting rackets, its ghettos. The pugilists\r\nwho live in these places don\u2019t have time to consider the\r\nlofty ideals of philosophy or ponder the mysteries of the\r\nuniverse. The pugilists, growing up on the wrong side of\r\nthe tracks, spend all their time chasing down their next\r\nmeal or, if they\u2019re fortunate enough to have that, their\r\nnext drink, bedfellow, or flophouse.\r\n\r\nFor pugilists, becoming an adventurer might be the\r\nonly way out of whatever miserable situation they\u2019ve\r\nbeen stuck in since infancy. For others, getting lost out\r\nin the world is an escape from the tangled web of debt or\r\nenemies they\u2019ve piled up. Other pugilists fight because\r\nit\u2019s the only thing they know how to do. Whatever the\r\nreason for their adventuring, pugilists are as excited by\r\nthe prospect of throwing punches as they are spending\r\nevery last gold coin they earn.","hitdice":"d8","hitpointsfirstlevel":"8 + your Constitution modifier","hitpointsathigherlevels":"1d8 (or 5) + your Constitution modifier per pugilist level after 1st","armorproficiencies":"Light Armor","weaponproficiences":"Simple Weapons, Improvised Weapons, Whip, Derringer","tools":"Your choice of one artisan\u2019s tools, gaming set, or thieves\u2019 tools","savingthrows":"Strength, Constitution","skills":"Choose two skills from Acrobatics, Athletics, Deception, Intimidation, Perception, Sleight of Hand, and Stealth.","equipment":"You start with the following equipment in addition to the\r\nequipment gained by your background:\r\n[ul][li] (a) leather armor or (b) any simple weapon[\/li][\/ul]\r\n[ul][li] (a) a dungeoneer\u2019s pack or (b) an explorer\u2019s pack[\/li][\/ul]\r\n[ul][li] (a) a set of artisan\u2019s tools (b) a gaming set or (c) thieves\u2019 tools[\/li][\/ul]","spellcasting":"","features":"[h2]Fisticuffs[\/h2]\r\nAt 1st level, your years of fighting in back alleys and\r\ntaverns have given you mastery over combat styles that use\r\nunarmed strikes and pugilist weapons, which are simple\r\nmelee weapons without the two-handed property, whips,\r\nand improvised weapons. You may not use the finesse\r\nproperty of a weapon while using it as a pugilist weapon.\r\nYou gain the following benefits while you are unarmed\r\nor using only pugilist weapons and you are wearing light\r\nor no armor and not using a shield:\r\n [ul][li]You can roll a d6 in place of the normal damage of\r\nyour unarmed strike or pugilist weapon. This die\r\nchanges as you gain pugilist levels, as shown in the\r\nFisticuffs column on the Pugilist table.[\/li][\/ul]\r\n[ul][li]When you use the Attack action with an unarmed\r\nstrike or a pugilist weapon on your turn, you can make\r\none unarmed strike or grapple as a bonus action.[\/li][\/ul]\r\n\r\n[h2]Iron Chin[\/h2]\r\nBeginning at 1st level, while you are wearing light or no\r\narmor and not wielding a shield, your AC equals 12 +\r\nyour Constitution modifier.\r\n\r\n[h2]Moxie[\/h2]\r\nStarting at 2nd level, your experience laying the\r\nbeatdown on others has given you a moxie you\r\ncan channel in the midst of battle. This swagger is\r\nrepresented by a number of moxie points. Your pugilist\r\nlevel determines the maximum number of points you\r\nhave, as shown in the Moxie Points column of the\r\nPugilist table.\r\n\r\nYou can spend these points to fuel various moxie\r\nfeatures. You start knowing three such features: Brace\r\nUp, The Old One-Two, and Stick and Move. You learn\r\nmore moxie features as you gain levels in this class. You\r\nregain all expended moxie points when you complete a\r\nshort or long rest.\r\n\r\n[h3]Brace Up[\/h3]\r\nYou can use a bonus action and spend 1 moxie point to\r\nbrace for attacks. Roll your fisticuffs die + your pugilist\r\nlevel + your Constitution modifier and gain that many\r\ntemporary hit points.\r\n\r\n[h3]The Old One-Two[\/h3]\r\nImmediately after you take the Attack action on your\r\nturn, you can spend 1 moxie point to make two unarmed\r\nstrikes as a bonus action.\r\n\r\n[h3]Stick and Move[\/h3]\r\nYou can use a bonus action and expend 1 moxie point to\r\nmake a shove attack or take the Dash action.\r\n\r\n[h2]Street Smart[\/h2]\r\nBeginning at 2nd level, carousing, shadowboxing, and\r\nsparring all count as light activity for the purposes of\r\nresting for you. Additionally, once you have caroused in\r\na settlement for 8 hours or more, you know all public\r\nlocations in the city as if you were born and raised there\r\nand you cannot be lost by non-magical means while\r\nwithin the city.\r\n\r\n[h2]Bloodied But Unbowed[\/h2]\r\nStarting at 3rd level, when you take damage that\r\nreduces you to half your maximum hit points or less, you\r\ncan use your reaction to gain temporary hit points equal\r\nto your pugilist level + your Constitution modifier and\r\nyou regain all expended moxie points. You cannot use\r\nthis feature again until you finish a short or long rest.\r\n\r\n[h2]Fight Club[\/h2]\r\nStarting at 3rd level, you choose a fight club that best\r\nexemplifies your style: Arena Royale, Bloodhound\r\nBruisers, Dog & Hound, Hand of Dread, Piss & Vinegar,\r\nthe Squared Circle, or the Sweet Science, all detailed at\r\nthe end of the class description. Your fight club grants you\r\nfeatures at 3rd level and again at 6th, 11th, and 17th level.\r\n\r\n[h2]Ability Score Improvement[\/h2]\r\nWhen you reach 4th level, and again at 8th, 12th, 16th,\r\nand 19th level, you can increase one ability score of your\r\nchoice by 2, or you can increase two ability scores of\r\nyour choice by 1. As normal, you can\u2019t increase an ability\r\nscore above 20 using this feature.\r\n\r\n[h2]Dig Deep[\/h2]\r\nStarting at 4th level, you discover a strength inside\r\nyou that can\u2019t be broken. As a bonus action, you gain\r\nresistance to bludgeoning, piercing, and slashing\r\ndamage for one minute. At the end of that minute you\r\ngain a level of exhaustion.\r\n\r\n[h2]Extra Attack[\/h2]\r\nBeginning at 5th level, you can attack twice, instead of\r\nonce, whenever you take the Attack action on your turn.\r\n\r\n[h2]Haymaker[\/h2]\r\nStarting at 5th level, before you make an attack that\r\ndoes not already have disadvantage, you can declare\r\nyou are swinging wild haymakers. You make all weapon\r\nattack rolls until the end of this turn with disadvantage\r\nand when you deal damage with a pugilist weapon or an\r\nunarmed strike you do not roll for the weapon\u2019s damage\r\ndie, but use the maximum die result instead.\r\n\r\n[h2]Moxie-Fueled Fists[\/h2]\r\nStarting at 6th level, your unarmed strikes count as\r\nmagical for the purpose of overcoming resistance and\r\nimmunity to non-magical attacks and damage.\r\n\r\n[h2]Fancy Footwork[\/h2]\r\nAt 7th level, you gain proficiency in Dexterity saving throws.\r\n\r\n[h2]Shake It Off[\/h2]\r\nStarting at 7th level, you can use your action to\r\nend one effect on yourself that is causing you to be\r\ncharmed or frightened.\r\n\r\n[h2]Down But Not Out[\/h2]\r\nAt 9th level, when you use your Bloodied But Unbowed\r\nfeature you can choose to also use this feature. If you\r\ndo, you add your proficiency bonus to your damage\r\nwith unarmed attacks and pugilist weapons for the\r\nnext minute. You can use this feature again after you\r\ncomplete a long rest.\r\n\r\n[h2]School of Hard Knocks[\/h2]\r\nBy 10th level, you\u2019ve graduated top of the class at the\r\nschool of hard knocks and you took most of them on the\r\nhead. You have resistance to psychic damage and gain\r\nadvantage on saving throws against effects that would\r\nmake you stunned or unconscious.\r\n\r\n[h2]Rabble Rouser[\/h2]\r\nStarting at 13th level, word of your exploits travels quickly\r\nin cities and other settlements. Once you have taken a\r\nlong rest by carousing in a settlement, you gain advantage\r\non all Charisma (Persuasion) and Charisma (Intimidation)\r\nrolls made against the people who live there.\r\n\r\n[h2]Unbreakable[\/h2]\r\nStarting at 14th level, you gain advantage on Strength,\r\nDexterity, and Constitution saving throws. Additionally,\r\nwhenever you make a saving throw and fail, you can\r\nspend 1 moxie point to reroll it and take the second result.\r\n\r\n[h2]Herculean[\/h2]\r\nAt 15th level, your carrying capacity is doubled, and\r\nwhen you deal damage with a melee weapon or\r\nunarmed strike to an inanimate object that damage is\r\ndoubled. Your standing jump distance is the same as\r\nyour running start jump distance.\r\n\r\n[h2]Fighting Spirit[\/h2]\r\nStarting at 18th level, when you have 4\r\nlevels of exhaustion or fewer and are\r\nreduced to 0 hit points, you regain half\r\nof your maximum hit points, half of your\r\nmaximum moxie points, and gain a level\r\nof exhaustion. You cannot use this feature\r\nagain until you finish a long rest.\r\n\r\n[h2]Peak Physical Condition[\/h2]\r\nAt 20th level, your Strength and\r\nConstitution ability scores increase by 2\r\nto a maximum of 22. Additionally, when\r\nyou take a long rest you recover 2 levels of\r\nexhaustion instead of 1 and you regain all\r\nyour expended hit dice instead of half\r\nyour expended hit dice.","subclasses":"[h1]Fight Clubs[\/h1]\r\nDespite the name, fight clubs are not formal fraternities\r\nor sororities, but collections of pugilists who, by\r\ntraining or happenstance, share a similar style. In\r\nsome D&D worlds, fight clubs can tell you a lot about\r\nwhere a person comes from, while in others there\r\nare representatives of many fighting styles in all\r\nmetropolitan areas.\r\n[hr]\r\n\r\n[h1]Arena Royale[\/h1]\r\nPugilists in the Arena Royale fight club travel the\r\nworld earning their keep as equal parts performer\r\nand gladiator. Whether performing in staged physical\r\ncompetitions, or fighting it out in unscripted brawls,\r\npugilists in the Arena Royale care as much about the\r\ntheatrics of a fight as they do its outcome. Pugilists in\r\nthis fight club also care deeply about their reputation\r\nand work to build up local and regional legends about\r\ntheir performing personas.\r\n\r\n[h2]Bonus Proficiency[\/h2]\r\nStarting when you choose this Fight Club at 3rd level,\r\nyou gain proficiency in the Performance skill, if you don\u2019t\r\nhave it already. If you do, you gain proficiency in your\r\nchoice of the Intimidation or Persuasion skill.\r\n\r\n[h2]Persona Libre[\/h2]\r\nAlso at 3rd level, you create an alternate persona that\r\nyou can adopt or discard as a bonus action on your turn.\r\nWhen you create an alternate persona you should give\r\nthe persona a striking name as well as some physical\r\nsignifier (such as a mask, colorful cape, or another\r\nprominent idiosyncratic feature). Unless you tell a\r\ncreature, or the creature sees you adopt your persona,\r\nthey do not know you and the adopted persona are the\r\nsame person.\r\n\r\nAdditionally, you have a pool of persona points equal\r\nto 3 + your Charisma modifier (minimum 1). When you\r\nuse an ability that costs moxie points, you can spend\r\npersona points instead. In addition, before you make a\r\nCharisma ability check you can spend a persona point\r\nto add your Strength modifier to the result. You can\r\nonly use persona points while you have adopted your\r\npersona. You regain all expended persona points when\r\nyou finish a long rest.\r\n\r\n[h2]Work the Crowd[\/h2]\r\nAt 6th level, while you have adopted your alternate\r\npersona, you can use your action to inspire your choice\r\nof fear or adoration in those nearby. When you do, all\r\ncreatures within 30 feet who can see you must succeed\r\non a Wisdom saving throw (DC 8 + your proficiency\r\nbonus + your Strength modifier) or be charmed, if you\r\nchose adoration, or frightened if you chose fear. This\r\neffect lasts for one minute. Each time a creature takes\r\ndamage from you or one of your allies it can repeat the\r\nsaving throw, ending the effect on a success. You can use\r\nthis feature again after you finish a long rest.\r\n\r\n[h2]High Flyer[\/h2]\r\nStarting at 11th level, your base movement increases by\r\n10 feet, your jump distance is doubled, and you can use a\r\nbonus action on your turn to take the Dash action.\r\n\r\n[h2]Signature Move[\/h2]\r\nStarting at 17th level, you create a signature move\r\nthat you can use while you have adopted your alternate\r\npersona. Give your signature move a name and a\r\ndescription. You can replace one of your unarmed\r\nattacks or attacks with a pugilist weapon on your turn\r\nwith this signature move.\r\n\r\nWhen you use your signature move, you can jump\r\nin any direction up to your movement speed, make an\r\nattack roll with advantage against a creature in your\r\nreach and, if you hit, the attack is a critical and the\r\ncreature is stunned until the end of your next turn.\r\nIf you hit with your signature move, you must finish a\r\nlong rest before you can use it again. If you miss with your\r\nsignature move, you regain the use of it after 1 minute.\r\n\r\n[hr]\r\n\r\n[h1]Bloodhound Bruisers[\/h1]\r\nPugilists in the Bloodhound Bruisers fight club are\r\nnotorious for looking for trouble and finding it every\r\ntime. Members of this fight club are highly observant of\r\ncharacter traits and physical evidence and can form an\r\nalmost supernatural connection to the cities they live\r\nin. Most use these abilities to become urban defenders\r\nof the downtrodden but others lend their talents to less\r\nsavory organizations.\r\n\r\n[h2]Ever Vigilant[\/h2]\r\nWhen you choose this fight club at 3rd level, you have\r\nadvantage on initiative rolls. During the first round of\r\ncombat, you have advantage on attack rolls against\r\ncreatures who haven\u2019t acted yet.\r\n\r\n[h2]Detective Work[\/h2]\r\nAlso at 3rd level, you gain proficiency with two of the\r\nfollowing skills of your choice: Insight, Investigation, or\r\nPerception. In addition, when you make an Intelligence\r\n(Investigation), Wisdom (Insight), or Wisdom\r\n(Perception) ability check you can spend 1 moxie point\r\nto gain advantage on that ability check.\r\n\r\n[h2]Scrap Like a Sleuth[\/h2]\r\nAt 6th level, you can use a bonus action and expend 2\r\nmoxie points to hone in on the idiosyncrasies and bad\r\nhabits of an enemy you can see within 30 feet. When\r\nyou do, you have advantage on weapon attacks against\r\nthe creature and you add your proficiency bonus to your\r\nAC against attacks made by that creature. These effects\r\ncontinue for 1 minute or until you use this feature again.\r\n\r\n[h2]Heart of the City[\/h2]\r\nStarting at 11th level, when you take a long rest in a\r\nsettlement, you can choose to become familiar with\r\nthe settlement. When you use this feature again, you\r\nreplace your previous familiar settlement with the\r\ncurrent one. You gain the following benefits while in a\r\nfamiliar settlement:\r\n [ul][li]You cannot be surprised and you add your proficiency\r\nbonus to your initiative.[\/li][\/ul]\r\n[ul][li] You have darkvision to a range of 120 feet.[\/li][\/ul]\r\n[ul][li] When you make an ability check using the Insight,\r\nInvestigation, or Perception skills that adds your\r\nproficiency bonus, add twice your proficiency\r\nbonus instead.[\/li][\/ul]\r\n [ul][li]You cannot be lost by any means[\/li][\/ul].\r\n[ul][li] When you are not in combat, you can travel between\r\nany two points in the settlement twice as fast as your\r\nspeed would normally allow.[\/li][\/ul]\r\n\r\n[h2]Eyes Wide Open[\/h2]\r\nStarting at 17th level, you can use a bonus action\r\nand spend 1 moxie point to open your senses to your\r\nsurroundings for 1 minute. During this time, you have\r\nadvantage on saving throws against being blinded or\r\ndeafened and have truesight out to a distance of 30 feet\r\n\r\n[hr]\r\n\r\n[h1]Dog & Hound[\/h1]\r\nYou\u2019ve never had a friend you could rely on that walked\r\non two legs. Lucky for you, you\u2019ve got the best fourlegged\r\nfriend a body could ask for. Pugilists in the\r\nDog & Hound fight club are as faithful to their canine\r\ncompanions as their canine companions are to them.\r\n\r\n[h2]Bonus Proficiency[\/h2]\r\nWhen you choose this fight club at 3rd level, you gain\r\nproficiency with the Animal Handling skill if you don\u2019t\r\nalready have it. If you do, you gain proficiency in your\r\nchoice of the Perception or Survival skill.\r\n\r\n[h2]Brawler\u2019s Best Friend[\/h2]\r\nAlso at 3rd level, you gain a hound that accompanies\r\nyou on your adventures and fights alongside you. Your\r\nhound can be any breed of dog or similar canine\r\ncreature, but uses the statistics of a wolf (found in\r\nappendix A of the Monster Manual). You add your\r\nproficiency bonus to your hound\u2019s AC, saving throws,\r\nattack rolls, and damage rolls.\r\n\r\nFor each level you gain after 3rd, your hound gains\r\nan additional d8 hit die and increases its hit points\r\naccordingly.\r\n\r\nYou can use a bonus action on each of your turns to\r\nverbally command your hound to take the Attack, Dash,\r\nDisengage, Dodge, or Help action that turn. It does not\r\nhave its own turn unless you are incapacitated or absent.\r\nIf you are incapacitated or absent, the hound acts\r\non its own (continuing to act on your turn, if you are\r\nincapacitated), focusing on protecting you and itself.\r\nThe hound never requires your command to use its\r\nreaction, such as when making an opportunity attack.\r\nIf your hound dies, you can obtain a new one by\r\nspending 8 hours bonding with a canine animal that\r\nisn\u2019t hostile to you.\r\n\r\n[h2]Mutt With Moxie[\/h2]\r\nAt 3rd level, you share everything with your faithful\r\nhound: food, shelter, even moxie. When you use certain\r\nmoxie abilities, your hound gains a benefit as well.\r\n[h3]Brace Up[\/h3]. When you gain temporary hit points as a\r\nresult of using your Brace Up moxie ability, your hound\r\ngains the same number of temporary hit points.\r\n[h3]The Old One-Two[\/h3]. When you use your The Old One-\r\nTwo moxie ability, your hound can make one or both\r\nattacks instead of you.\r\n[h3]Stick and Move[\/h3]. When you use your Stick and Move\r\nmoxie ability, your hound can take the Dash action.\r\n\r\n[h2]Arcanine Bite[\/h2]\r\nAt 6th level, your hound\u2019s attacks count as magical for\r\nthe purpose of overcoming resistance and immunity to\r\nnon-magical attacks and damage.\r\n\r\n[h2]Coordinated Attack[\/h2]\r\nAlso at 6th level, you and your canine companion\r\nform a more potent fighting team. When you use the\r\nAttack action on your turn, if your hound can see you,\r\nit can use its reaction to make a melee attack.\r\n\r\n[h2]Hound\u2019s Best Friend[\/h2]\r\nAt 11th level, when a creature deals damage\r\nto your hound with an attack, you can use your\r\nreaction to make an opportunity attack against that\r\ncreature if you are within range.\r\n\r\n[h2]Dire Hound[\/h2]\r\nBeginning at 17th level, you use the statistics for a\r\ndire wolf (found in appendix A of the Monster Manual),\r\ninstead of a wolf, for your hound, except that its size\r\nremains Medium. These statistics are modified as\r\ndescribed in your Brawler\u2019s Best Friend feature.\r\n\r\n[hr]\r\n\r\n[h1]Hand of Dread[\/h1]\r\nIn your darkest hour you pleaded for the strength to take\r\nwhat you wanted from the world and a dread power took\r\nnotice. At first, you may have relished the cathartic rush\r\nthat came with channeling your dread power to claim\r\nwhat you felt you deserved. This pact, however, came\r\nwith strings attached. In times of distress you hear the\r\nentity whispering in the back of your mind, encouraging\r\nyou to indulge your most base impulses.\r\n\r\n[h2]Black Magic[\/h2]\r\nWhen you choose this fight club at 3rd level, you learn\r\nthe blade ward, eldritch blast, and prestidigitation\r\ncantrips. Constitution is your spellcasting modifier\r\nfor these spells since you channel the magic of dread\r\npowers through your body when you cast them.\r\nIn addition, you learn to speak, read, and write one of\r\nthe following languages of your choice: Abyssal, Infernal,\r\nor Sylvan. At the DM\u2019s discretion, you may choose\r\nanother language more appropriate to your dread power.\r\n\r\n[h2]Dread Hand[\/h2]\r\nAlso at 3rd level, you can use a bonus action on your\r\nturn to manifest the evidence of your foul pledge. When\r\nyou do, one of your limbs (often an arm) transmogrifies\r\ninto a monstrous appearance reminiscent of your dread\r\npower for 1 minute.\r\n[ul][li] When you roll a 1 on a damage die for an unarmed\r\nstrike attack you made, you can reroll the die and\r\nmust use the new roll, even if the new roll is a 1.[\/li][\/ul]\r\n [ul][li]The first time you miss with an unarmed strike attack\r\neach turn you can make an additional unarmed strike\r\nattack as part of the same action.[\/li][\/ul]\r\n[ul][li] Immediately after you take the Attack action on your\r\nturn, you can spend 2 moxie points to make three\r\nunarmed strikes as a bonus action.[\/li][\/ul]\r\nYou must finish a short or long rest before you can use\r\nthis feature again.\r\n\r\n[h2]Deal With The Devil[\/h2]\r\nStarting at 6th level, you gain two eldritch invocations of\r\nyour choice from among those available to the warlock\r\nclass. When you gain a level in this class, you can choose\r\none of the invocations you know and replace it with\r\nanother invocation that you meet the prerequisites for.\r\n\r\n[h2]Grotesque Growth[\/h2]\r\nAt 11th Level, when you use your Dread Hand feature\r\nyou can choose to grow into a towering misshapen\r\nform for one minute. When you do, your size increases\r\nby one category \u2014 from Medium to Large, for example.\r\nIf there isn\u2019t enough room for you to grow to that size,\r\nyou grow to the maximum possible size the space will\r\nallow. While enlarged in this way, you have advantage on\r\nStrength checks and Strength saving throws, your reach\r\nbecomes 10 feet, and your melee weapon attacks deal\r\n1d4 extra damage. When the minute is over, you suffer\r\none level of exhaustion (as described in appendix A of\r\nthe Player\u2019s Handbook).\r\n\r\n[h2]Fountain of Viscera[\/h2]\r\nAt 17th level, you can use an action and expend 6 moxie\r\npoints to attempt to execute a creature of your choice\r\nwithin reach by burrowing your hand into its body\r\nand extracting its innards. The creature must make a\r\nDexterity saving throw (DC equal to 8 + your proficiency\r\nbonus + your Strength modifier). On a failure, the\r\ncreature takes 100 piercing damage. On a success, the\r\ncreature takes 50 piercing damage instead.\r\nIf this damage reduces the target to 0 hit points or less,\r\nit immediately dies as you rip a hole through it, creating a\r\nstomach-turning fountain of viscera. When this happens,\r\neach creature within 30 feet of you who can see you\r\nmust succeed on a Wisdom saving throw (DC equal to\r\n8 + your proficiency bonus + your Strength modifier) or\r\nbe frightened of you for 1 minute. A creature who fails\r\nthe saving throw can make the Wisdom saving throw\r\nagain at the end of each of its turns, ending the frightened\r\ncondition early on a success.\r\n\r\nOnce you use this feature, you must finish a long rest\r\nbefore you can use it again.\r\n\r\n[hr]\r\n\r\n[h1]Piss & Vinegar[\/h1]\r\nPugilists in the Piss & Vinegar fight club revel in their\r\nreputations as heels. Widely despised for their obscene\r\ncurses and dirty tricks, these pugilists take pride in their\r\nability to provoke and fight to win at all costs.\r\n[h2]Bonus Proficiency[\/h2]\r\nStarting when you choose this fight club at 3rd level, you\r\ngain proficiency with the Intimidation skill if you don\u2019t\r\nhave it already.\r\n\r\n[h2]Salty Salute[\/h2]\r\nAlso at 3rd level, you have mastered the art of the\r\nenraging insult. You can use a bonus action on your turn\r\nto provoke a creature within 60 feet who can see or hear\r\nyou. That creature must make a Wisdom saving throw.\r\nOn a failure, the creature takes your fisticuff\u2019s damage\r\ndie + your Charisma modifier in psychic damage and\r\nhas disadvantage on any attack rolls it makes that do not\r\ninclude you as a target before the start of your next turn.\r\nFor any of your Piss & Vinegar features that require\r\nyour opponent to make a saving throw, the saving DC is\r\ncalculated as follows:\r\nPiss & Vinegar save DC = 8 + your proficiency bonus +\r\nyour Charisma modifier\r\n\r\n[h2]Dirty Tricks[\/h2]\r\nStarting at 6th level, you have a few tricks up your sleeve\r\nto even the odds when the going gets rough. You can\r\neach of these dirty tricks once and regain their use\r\nwhen you finish a short or long rest.\r\n\r\n[h3]Heelstomper[\/h3]. When you deal damage with an\r\nunarmed attack, you attempt to slow the creature you hit.\r\nThe creature must make a Dexterity saving throw. On\r\na failure, you gain 1 moxie point (up to your maximum)\r\nand its movement speed is halved for one minute.\r\n\r\n[h3]Low Blow[\/h3]. When you deal damage with an unarmed\r\nattack you can choose to hit them below the belt. The\r\ncreature must make a Strength saving throw. On a\r\nfailure, you gain 1 moxie point (up to your maximum)\r\nand it is knocked prone.\r\n\r\n[h3]Pocket Sand[\/h3]. You can use a bonus action to attempt\r\nto blind a creature within 5 feet. The creature must\r\nmake a Constitution saving throw. On a failure, you gain\r\n1 moxie point (up to your maximum) and it is blinded\r\nuntil the end of its next turn.\r\n\r\n[h2]Mean Old Cuss[\/h2]\r\nAt 11th level, your threats and mean spirited tricks pack an\r\nextra punch. When you make a Charisma (Intimidation)\r\nability check, you can use your reaction and spend 1 moxie\r\nto give yourself advantage on the roll. When a creature\r\nmakes a saving throw against one of your Piss & Vinegar\r\nfeatures, you can use your reaction and spend 1 moxie to\r\ngive that roll disadvantage.\r\n\r\n[h2]The Uncouth Art[\/h2]\r\nStarting at 17th level, you gain the ability to offend every\r\ncreature in the room with minimal effort. When you\r\nuse your Salty Salute feature, you can choose to target\r\na number of creatures within 60 feet who can see or\r\nhear you up to your level in this class instead of a single\r\ncreature. You gain 1 moxie point (up to your maximum)\r\nthe first time each creature targeted in this way hits you\r\nwith an attack before the start of your next turn. You can\r\nuse this feature again after you finish a long rest.\r\n\r\n[hr]\r\n\r\n[h1]The Squared Circle[\/h1]\r\nPugilists who fight in the Squared Circle know you\r\ndon\u2019t have to knock an opponent senseless to get them\r\nto submit. Of course, members of the Squared Circle\r\ndo beat their opponents senseless, they just know they\r\ndon\u2019t have to.\r\n\r\n[h2]Groundwork[\/h2]\r\nStarting when you choose this fight club at 3rd level, you\r\ngain the following additional moxie features.\r\n[h3]Compression Lock[\/h3]. When a creature attempts to\r\nbreak a grapple with you and succeeds, you can use your\r\nreaction and spend 1 moxie point to force the creature\r\nto roll again. The creature must use the second result.\r\n\r\n[h3]Quick Pin[\/h3]. When a hostile creature\u2019s movement\r\nprovokes an opportunity attack from you, you can\r\nuse your reaction and spend 1 moxie point to make a\r\ngrapple attack instead of an opportunity attack.\r\n\r\n[h3]To the Mat.[\/h3] You can use a bonus action and spend\r\n1 moxie point to make a grapple attack against a\r\ncreature within range. If successful, the creature is\r\nalso knocked prone.\r\n\r\n[h2]Meat Shield[\/h2]\r\nAt 6th level, when you have an enemy creature grappled,\r\nyou gain half cover against all attacks made against you\r\nby a creature you are not grappling. When a weapon\r\nattack made by a creature you are not grappling misses\r\nyou, you may use your reaction and spend 1 moxie point\r\nto have that creature make the same attack with a new\r\nroll against an enemy creature you are grappling.\r\n\r\n[h2]Heavyweight[\/h2]\r\nAt 11th level, you count as one size larger than you are\r\nfor the purposes of grappling. In addition, you can move\r\nyour full movement speed when you are dragging or\r\ncarrying a grappled creature your size or smaller.\r\n\r\n[h2]Clean Finish[\/h2]\r\nAt 17th level, your mastery of grappling reaches its peak.\r\nWhile you have a creature grappled, you gain advantage\r\non all attacks against it. Additionally, when you make\r\nan unarmed strike or pugilist weapon attack against a\r\ncreature you have grappled, you score a critical hit on a\r\nroll of 19 or 20.\r\n\r\n[hr]\r\n\r\n[h1]The Sweet Science[\/h1]\r\nPugilists who practice the Sweet Science hit hard, fast,\r\nand often. This style is sometimes used by fighters who\r\nbattle for the entertainment of the upper classes, but is\r\njust as often practiced in the back alleys and the bars by\r\nthose whose next breath depends on a knockout.\r\n\r\n[h2]Cross Counter[\/h2]\r\nStarting when you choose this fight club at 3rd level, you\r\ncan block the brunt of an attack and launch one of your\r\nown in the same fluid motion. You can use your reaction\r\nand spend 2 moxie points to reduce the damage of a\r\nmelee weapon attack made against you by 1d10 + your\r\nStrength modifier + your pugilist level.\r\n\r\nIf you reduce the damage to 0, you can make an\r\nunarmed strike, or pugilist weapon attack, against a\r\ncreature within range as part of the same reaction.\r\n\r\n[h2]One, Two, Three, Floor[\/h2]\r\nAt 6th level, when you use your bonus action to use the\r\nOld One-Two and hit the same creature with both attacks,\r\nyou can spend 1 moxie to make an additional unarmed\r\nstrike against that creature as part of the same bonus\r\naction. If you hit, the creature is knocked prone in addition\r\nto taking damage as normal for your unarmed strike.\r\n\r\n[h2]Float Like a Butterfly, Sting Like a Bee[\/h2]\r\nAt 11th level, when you reduce damage from an attack\r\nto 0 and successfully hit an enemy creature using your\r\nCross Counter feature you regain 1 moxie point (up to\r\nyour maximum).\r\n\r\n[h2]Knock Out[\/h2]\r\nAt 17th level, when you hit with an unarmed strike or\r\npugilist weapon, you can spend 1 or more moxie points\r\nto try to knock out the opponent instead of dealing\r\ndamage. Roll 3d12 + 2d12 for every moxie point spent\r\nafter the first and add your pugilist level to the result;\r\nif the total is equal to or greater than the creature\u2019s\r\nremaining hit points, it is unconscious for 10 minutes.","tabledata":"Level|Proficiency Bonus |Fisticuffs|Moxie Points |Features\r\n1st| +2 |1d6 |\u2014 |Fisticuffs, Iron Chin\r\n2nd| +2 |1d6 |2 |Moxie, Street Smart\r\n3rd |+2 |1d6 |2 |Bloodied but Unbowed, Fight Club\r\n4th |+2 |1d6 |3 |Ability Score Improvement, Dig Deep\r\n5th |+3 |1d8 |3 |Extra Attack, Haymaker\r\n6th |+3 |1d8 |4 |Fight Club feature, Moxie-Fueled Fists\r\n7th| +3 |1d8 |4 |Fancy Footwork, Shake It Off\r\n8th |+3 |1d8 |5 |Ability Score Improvement\r\n9th| +4 |1d8 |5 |Down but Not Out\r\n10th| +4| 1d8 |6| School of Hard Knocks\r\n11th |+4 |1d10 |6 |Fight Club feature\r\n12th |+4 |1d10 |7 |Ability Score Improvement\r\n13th |+5 |1d10 |7 |Rabble Rouser\r\n14th |+5 |1d10 |8 |Unbreakable\r\n15th |+5 |1d10 |8 |Herculean\r\n16th |+5 |1d10 |9 |Ability Score Improvement\r\n17th |+6 |1d12 |9 |Fight Club feature\r\n18th |+6 |1d12 |10| Fighting Spirit\r\n19th |+6 |1d12 |10 |Ability Score Improvement\r\n20th |+6 |1d12 |12 |Peak Physical Condition","tags":"","isShared":"1","templateId":"25","blockId":"205750"}