Pugilist (Class)

## Pugilist Overview

The Pugilist is a master of raw physical combat, using their brute strength and boxing skills to overcome their adversaries. They are not martial artists or monks but rather brawlers, individuals who have honed their fists and bodies to become formidable combatants. Pugilists excel in close-quarters combat, delivering powerful punches, grappling foes, and using dirty tricks to gain an edge in a fight.
Origins and Source of Power

Pugilists come from all walks of life, from street brawlers to professional fighters. They share a love for physical combat and a thirst for power. Some harness their raw strength through rigorous training, while others inherit their abilities through family legacies. Their power lies in their fists, using sheer force to pummel opponents, and their innate ability to take a punch and keep going.

## Creating a Pugilist

When creating your Pugilist character, think about their character concept, background, attributes, skills, and equipment. Pugilists excel in close combat, so prioritize Strength and consider Constitution for extra hit points. Skills like Athletics, Insight, Intimidation, and Perception fit well. Choose weapons that match your character's style, such as brass knuckles or simple weapons. Select a Pugilist Stance that aligns with your character's personality - Cannonfist Style, Kraken Style, or Outfighter Style. Define your character's origin and motivation; whether they're a street brawler, disciplined boxer, or bare-knuckle champion, their story should revolve around physical combat, brute strength, and unarmed techniques.

## Pugilist Feature Table

Show/Hide Cannonfist
Show/Hide Kraken
Show/Hide Outfighter

## Pugilist Miscellaneous Features

### Hit Points

```
**Hit Dice:**

1d10

```

```
**Hit Points at 1st Level:**

10 + your Constitution modifier

```

```
**Hit Dice at Higher Levels:**

1d10 (or 6) + your Constitution modifier per Pugilist Level after 1st

```

### Proficiencies

```
**Armor:**

None

```

```
**Weapons:**

Simple Weapons, Fist Weapons

```

```
**Tools:**

None

```

```
**Saving Throws:**

Strength, Constitution

```

```
**Skills:**

Choose two from Acrobatics, Intimidation, Perception, Sleight of Hand, Insight and Deception

```

### Equipment

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

-**(a)** A Fist weapon(Katars, Cesti or War Claws) or **(b)** any Simple weapon

-**(a)** A Dungeoneer's Pack or (b) an Explorer's Pack

- A set of common clothes

- 10 Gold pieces

```

## 1st Level

### **Musclebound**

At 1st level, you gain proficiency in Athletics and your unarmed strikes deal 1d6 + Strength modifier bludgeoning damage. This damage can also be applied to all fist weapons such as cesti.

### **Iron Body**

Also at 1st level, your toughened body provides natural protection. While you are wearing no armor and not wielding a shield, your Armor Class equals 10 + your Strength modifier + your Constitution modifier instead of adding your dexterity modifier. This bonus is lost when you have more levels in another class than you do in Pugilist.

## 2nd Level

### **Combat Style**

At 2nd level, you choose a combat style - Cannonfist Style, Kraken Style, or Outfighter Style. This choice grants additional features at higher levels. Your choice grants you features at 2nd level and again at 6th, 10th, 14th and 18th level.

* Cannonfist Style
* Kraken Style
* Outfighter Style

### **Cannonfist: Cannon Punch**

At 2nd level, you can unleash a devastating Cannon Punch. As an action, you can make a special unarmed strike. The force of this punch is so powerful that it sends a ripple of air and can strike enemies from afar. Your fist weapons attacks and unarmed strikes now have a 15ft reach.

### **Kraken: Wrestling Prowess**

At 2nd level, you gain advantage on Athletics checks made to grapple or shove creatures. In addition, when you grapple a creature, you may also attempt to grapple an adjacent creature with an athletics check as a bonus action and you are able to grapple a creature of any size.

### **Kraken: Deep-sea Wrangler**

At 2nd level, you have become an expert in overwhelming the enemy you’re grappling with and making them lose hope in the face of your strength. You gain a +4 temporary bonus to Strength(This can exceed 20) as long as you have at least one creature grappled when attempting any kind of checks against the creature you are grappling.

### **Outfighter: Signature Jab**

You've developed a signature jab, a lightning-fast and powerful punch. When you take the Attack action and if it hits, the target must make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or lose its reaction until the end of its next turn.

## 3rd Level

### **Brutal Strikes**

At 3rd level, you can deliver powerful, brutal strikes. When you make an attack roll, you can add your Strength modifier twice to the damage of your unarmed strike or attacks that use a fist weapon such as cesti.

## 4th Level

### **Ability Score Improvement**

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

## 5th Level

### **Extra Attack**

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

### **Left-Right Good Night**

* At 5th level, your unarmed strikes or fist weapon attacks are treated as magic weapons for the purpose of overcoming damage reduction.

* At 12th level, your unarmed attacks and fist weapon attacks ignore all physical resistances.

## 6th Level

### **Combat Style Feature**

At 6th level, you gain an additional feature from your Combat Style.

### **Cannonfist: Crushing Impact**

At 6th level, when you successfully score a critical hit, you can choose to push the target back 10 feet and knock them prone. In addition, all your fist weapon attacks and unarmed strikes now deal an additional 1d4 thunder damage.

### **Kraken: Tentacle Grapple**

At 6th level, you gain expertise in Athletics. You can also use your unarmed strikes to initiate a special tentacle grapple. When you hit with an unarmed strike, you can choose to grapple the target without needing a free hand. Creatures now also have disadvantage to break free of your grapples.

### **Outfighter: Bob and Weave**

At 6th level, you've mastered the art of weaving and dodging in close combat. When you are targeted by a melee attack, you can use your reaction to make a Dexterity saving throw (DC equal to the attacker's attack roll). On a successful save, you evade the attack entirely, taking no damage.

## 7th Level

### **Counterpunch**

At 7th level, as a reaction, when a creature misses you with a melee attack, you can make an attack of opportunity against that creature.

## 8th Level

### **Ability Score Improvement**

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. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

## 9th Level

### **Vital Strike**

At 9th level, you gain the ability to make a single, powerful unarmed strike. When you take the Attack action, you can choose to forgo any and all extra attacks to make a Vital Strike. If you hit, you automatically deal a critical strike and this strike deals additional damage equal to your Pugilist level.

## 10th Level

### **Combat Style Feature**

At 10th level, you gain an additional feature from your Combat Style.

### **Cannonfist: Artillery Body**

At 10th level, you become as scarily resistant as a siege weapon. You gain resistance to bludgeoning, piercing, and slashing damage.

### **Kraken: Crushing Bind**

At 10th level, while grappling a creature, you can use a bonus action to automatically deal the damage of an unarmed strike or fist weapon attack to the grapple creature. This feature is not compatible with the pugilist Vital Strike feature.

### **Outfighter: Boxing Shuffle**

At 10th level, you can move with such fluidity and precision that your movement no longer provokes opportunity attacks. When you move at least 10 feet in a turn, you can make one unarmed strike as a bonus action.

## 11th Level

### **Brutal Strike**

At 11th level, your unarmed strikes now deal 1d8 + Strength modifier bludgeoning damage.

## 12th Level

### **Ability Score Improvement**

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. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

## 13th Level

### **Iron Chin**

At 13th level, you gain advantage on saving throws against being stunned, charmed, or frightened. Once per short rest, you may also use your reaction to halve one instance of damage you would receive.

## 14th Level

### **Combat Style Feature**

At 14th level, you gain an additional feature from your Combat Style.

### **Cannonfist: Earthshaker**

At 14th level, once per long rest, you can unleash an Earthshaker punch. You punch in a 10ft-radius explosion within your Cannon Punch reach. Every target within the area must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone and take 2d8 additional thunder damage on top of your normal punch damage. In addition, the area of effect becomes difficult terrain for 1 minute. This can be used in conjunction with the pugilist Vital Strike feature.

### **Kraken: Kraken's Grasp**

At 14th level, once per short rest, you can unleash the full might of the Kraken's Grasp. When you successfully grapple a creature, you can choose to crush them, dealing 3d10 bludgeoning damage to the grappled creature.

### **Outfighter: Float Like A Butterfly**

At 14th level, your evasive movements have reached the level of the greatest boxers. When you take the Dodge action on your turn, you can make one unarmed strike as a bonus action.

## 15th Level

### **Guard Hand**

At 15th level, you can use your off-hand as if it were a buckler, gaining a +2 bonus to AC as long as you do not use your off-hand to make attacks.

## 16th Level

### **Ability Score Improvement**

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. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

## 17th Level

### **Kidney Strike**

At 17th level, your unarmed strikes score a critical hit on a roll of 18-20.

## 18th Level

### **Combat Style Feature**

At 18th level, you gain an additional feature from your Combat Style.

### **Cannonfist: Explosive Fury**

At 18th level, your punches have reached the pinnacle of their destructive power. When you land a critical hit with an unarmed strike, the target takes additional damage equal to your Pugilist level. This burst of energy is so overwhelming that it also affects all creatures within a 10-foot radius of the target. They must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Strength modifier) or take half the additional damage. This feature can be used once per short rest.

### **Kraken: Many-Armed Creature**

At 18th level, your grappling prowess reaches its zenith. When you successfully grapple a creature, they are now restrained as well. Additionally, your Crushing Bind feature is now compatible with the Vital Strike feature.

### **Outfighter: Sting Like A Bee**

At 18th level, your unarmed strikes have become incredibly precise and damaging. When you score a critical hit with an unarmed strike, the target must make a Constitution saving throw (DC 8 + your proficiency bonus + your Strength modifier).
On a failed save, they suffer a debilitating injury based on your choice:

* **Broken Ribs**
The target's movement speed is halved, and they have disadvantage on attack rolls and Dexterity saving throws until they are healed or receive magical healing.

* **Swollen Eye**
The target has disadvantage on Wisdom (Perception) checks and attack rolls for the next minute as they struggle with blurred vision.

* **Numbing Blow**
The target's limbs become numb, reducing their Strength score by 2 until they receive magical healing.

## 19th Level

### **Ability Score Improvement**

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. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

## 20th Level

### **Knockout King**

At 20th level,you've honed your boxing skills to their peak. You gain the following abilities:

* **Flurry of Fists**
You can now make up to four unarmed strikes when you take the Attack action, instead of the usual two or you can make two Vital Strikes.

* **Iron Will**
You are immune to fear and charm effects completely.

* **Knockout Blow**
Once per long rest, when you hit with an unarmed strike, you can choose to deliver a devastating knockout blow. The target must make a Constitution saving throw (DC 8 + your proficiency bonus + twice your Strength modifier). On a failed save, the target falls unconscious for 1 minute, or until they take damage. Creatures that are immune to being stunned are immune to this effect.