Dud

Dud began life as an Arquebus "Savant" model, intended for investigator work. During his neural imprint, a power surge fried a critical logic gate, leaving him with a limited processing capacity and a deep-seated aversion to corporate directives. Dumped in the streets for his "stubborn insubordination," Dud quickly learned that his warforged frame and natural combat programming were valuable assets.

He fell in with the Crimson Boys, not out of loyalty, but necessity. Emporer recognized Dud's potential as a bruiser and enforcer, but viewed him with wary suspicion. Dud, in turn, found the Crimson Boys' disorganized chaos frustrating to his remaining logic circuits, but tolerated their presence for the sake of shelter and the opportunity to indulge his newfound (and poorly understood) desire for personal autonomy. The partnership is purely transactional: they use Dud's fists, and he uses their resources, with a constant undercurrent of mutual distrust and simmering potential for betrayal. Dud knows that his former creators at Arquebus would likely want him deactivated, and if that means using the Crimson Boys to survive, so be it.

In-Game Statistics

  • STR: 16 = 15 + 1 (Race)
  • DEX: 12 = 12
  • CON: 16 = 14 + 2 (Race)
  • INT: 8 = 8
  • WIS: 10 = 10
  • CHA: 13 = 13

Level Progression

Level 1

Race: Warforged

  • Ability Score Increase: CON +2, STR +1
  • Size: Medium
  • Speed: 30 ft.
  • Languages Known: Common, Orcish
  • Other Racial Traits:
    • Constructed Resilience: You were created to have remarkable fortitude, represented by the following benefits:
      • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
      • You don't need to eat, drink, or breathe.
      • You are immune to disease.
      • You don't need to sleep, and magic can't put you to sleep.
    • Sentry's Rest: When you take a long rest, you must spend at least six hours in an inactive, motionless state, but you can see and hear as normal.
    • Integrated Protection: Your body has built-in defensive layers, which can be enhanced with armor:
      • You gain a +1 bonus to Armor Class.
      • You can don only armor with which you have proficiency.
    • Specialized Design:
      • Skill: Stealth
      • Tool: Thieves' Tools
    • Languages: You can speak, read, and write Common and Orcish.

Background: Urchin

  • Skills: Sleight of Hand, Stealth
  • Tools: Disguise Kit, Thieves' Tools
  • Feature: City Secrets
    • You know the secret patterns and flow to cities.

Feat: Tough

  • Your hit point maximum increases by an amount equal to twice your level.

Class: Pugilist

  • Hit Dice: 1d8
  • Max HP: 13 = 8 + 3 (CON) + 2 (Tough)
  • Armor Proficiencies: light armor
  • Weapon Proficiencies: simple weapons, improvised weapons, whip, hand crossbow
  • Tools: Gaming Set
  • Saving Throw Proficiencies: Strength, Constitution
  • Skills: Athletics, Intimidation
  • Features:
    • 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

Class: Pugilist

  • Hit Dice: 2d8
  • Max HP: 23 = 13 + 5 (1d8) + 3 (CON) + 2 (Tough)
  • Features:
    • 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

Class: Pugilist

  • Hit Dice: 3d8
  • Max HP: 32 = 23 + 4 (1d8) + 3 (CON) + 2 (Tough)
  • Features:
    • 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

Class: Pugilist

  • Hit Dice: 4d8
  • Max HP: 40 = 32 + 3 (1d8) + 3 (CON) + 2 (Tough)
  • Features:
    • 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

  • 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

  • Hit Dice: 5d8
  • Max HP: 51 = 40 + 6 (1d8) + 3 (CON) + 2 (Tough)
  • Features:
    • 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.