- Fisticuffs: At 1st level, you have mastery over combat styles that use unarmed strikes and pugilist weapons.
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- You gain the following benefits while you are unarmed or using only pugilist weapons:
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- You can roll a d6 in place of the normal damage of your unarmed strike or pugilist weapon.
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- When you use the Attack action, you can make one unarmed strike or grapple as a bonus action.
-
- Iron Chin: Beginning at 1st level, your AC equals 13 = 12 + 1 (Integrated Armor + 3 CON modifier - 1 for no shield).
+
- Fisticuffs: At 1st level, you have mastery over combat styles that use unarmed strikes and pugilist weapons.
+
- You gain the following benefits while you are unarmed or using only pugilist weapons:
+
- You can roll a d6 in place of the normal damage of your unarmed strike or pugilist weapon.
+
- When you use the Attack action, you can make one unarmed strike or grapple as a bonus action.
+
- Iron Chin: Beginning at 1st level, your AC equals 12 + CON.
## Level 2
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### Class: [Pugilist]
+
### Class: Pugilist
- Hit Dice: 2d8
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- Max HP: 23 = 13 + 5 (Roll 1d8, result of 5) + 3 (Constitution Modifier) + 2 (Tough)
+
- Max HP: 23 = 13 + 5 (1d8) + 3 (CON) + 2 (Tough)
- Features:
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- Moxie: Starting at 2nd level, you have a moxie you can channel in the midst of battle.
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- You can spend these points to fuel various moxie features.
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- Brace Up: You can use a bonus action and spend 1 moxie point to brace for attacks.
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- The Old One-Two: After you take the Attack action, you can spend 1 moxie point to make two unarmed strikes as a bonus action.
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- Stick and Move: You can use a bonus action and expend 1 moxie point to make a Shove attack or the Dash action.
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- Street Smart: Beginning at 2nd level, carousing, shadowboxing, and sparring all count as light activity for the purposes of resting.
+
- Moxie: Starting at 2nd level, you have a moxie you can channel in the midst of battle.
+
- You can spend these points to fuel various moxie features.
+
- Brace Up: You can use a bonus action and spend 1 moxie point to brace for attacks. Roll your fisticuffs die + your pugilist level + CON modifier and gain that many temp HP.
+
- The Old One-Two: After you take the Attack action, you can spend 1 moxie point to make two unarmed strikes as a bonus action.
+
- Stick and Move: You can use a bonus action and expend 1 moxie point to make a Shove attack or the Dash action.
+
- Street Smart: Beginning at 2nd level, carousing, shadowboxing, and sparring all count as light activity for the purposes of resting.
## Level 3
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### Class: [Pugilist]
+
### Class: Pugilist
- Hit Dice: 3d8
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- Max HP: 30 = 23 + 4 (Roll 1d8, result of 4) + 3 (Constitution Modifier) + 2 (Tough)
+
- Max HP: 32 = 23 + 4 (1d8) + 3 (CON) + 2 (Tough)
- Features:
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- Bloodied but Unbowed: Starting at 3rd level, when you take damage, you can use your reaction to gain temporary hit points
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- Fight Club: The Squared Circle.
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- Mailed Fist:
-
- Bonus Proficiencies: you gain proficiency with smith's tools and medium and heavy armor.
-
- Fist of Embers: Also at 3rd level, you can ignite your fists for 1 minute.
+
- Bloodied but Unbowed: Starting at 3rd level, when you take damage that reduces you to half your max HP or less, you can use your reaction to gain temporary hit points equal to your pugilist level + CON mod and regation all expended moxie points. This feature can be used once per short rest.
+
- Fight Club:
+
- Mailed Fist:
+
- Bonus Proficiencies: you gain proficiency with smith's tools and medium and heavy armor.
+
- Fist of Embers: Also at 3rd level, you can ignite your fists for 1 minute as a bonus action expending 2 moxie points. While your fists are ignited, you take 1d6 fire damage at the start of each turn and your unarmed strikes do an extra 1d6 fire damage.
## Level 4
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### Class: [Pugilist]
+
### Class: Pugilist
- Hit Dice: 4d8
-
- Max HP: 37 = 30 + 3 (Roll 1d8, result of 3) + 3 (Constitution Modifier) + 2 (Tough)
+
- Max HP: 40 = 32 + 3 (1d8) + 3 (CON) + 2 (Tough)
- Features:
-
- Ability Score Improvement: STR +2, raising it to 18 (+4).
-
- Dig Deep: Beginning at 4th level, you discover a strength inside you.
+
- Ability Score Improvement: STR
+
- Dig Deep: As a bonus action, gain resistance to bludgeoning, piercing, and slashing damage for one minute, then gain a level of exhaustion.
-
### Feat: [Grappler](PHB p167)
-
Prerequisite: Strength 13 or higher
+
### Feat: Grappler
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- You have advantage on attack rolls against a creature you are grappling.
-
- You can use your action to try to pin a creature grappled by you.
+
- You have advantage on attack rolls against a creature you are grappling.
+
- You can use your action to try to pin a creature grappled by you.
## Level 5
-
### Class: [Pugilist]
+
### Class: Pugilist
- Hit Dice: 5d8
-
- Max HP: 48 = 37 + 6 (Roll 1d8, result of 6) + 3 (Constitution Modifier) + 2 (Tough)
+
- Max HP: 51 = 40 + 6 (1d8) + 3 (CON) + 2 (Tough)
- Features:
-
- Extra Attack: Beginning at 5th level, you can attack twice.
-
- Haymaker: Starting at 5th level, you can declare you are swinging wild haymakers.
+
- Extra Attack: Beginning at 5th level, you can attack twice.
+
- Haymaker: You can make all attack rolls until the end of your turn with disadvantage, but all attacks do maximum damage of the die roll instead when they hit. This can only be used with attacks that do not already have disadvantage.