Material D&D
Material D&D
1
PDF compiled, edited and designed to resemble the official Player’s Handbook by Ners
Additional Fight Clubs Signature Move
Starting at 17th level, you create a signature move that
Detailed here are three additional Fight Clubs: Arena
Royale, Bloodhound Bruisers, and Salt & Vinegar. You you can use while you have adopted your alternate
may choose one of these Fight Clubs when you reach persona. Give your signature move a name and a
3rd level as a pugilist and gain additional features from description. You can replace one of your unarmed
that Fight Club at 6th, 11th, and 17th level. attacks or attacks with a pugilist weapon on your turn
Despite the name, fight clubs are not formal with this signature move.
fraternities or sororities but collections of pugilists When you use your signature move, you jump 15
who, by training or happenstance, share a similar feet, make an attack roll against a creature in range of
style. In some D&D worlds, fight clubs can tell you a your attack and if you hit the attack is a critical and the
lot about where a person comes from while in others creature is stunned until the end of its next turn.
there are representatives of many fighting styles in all Unless you reduce a creature to 0 hit points with your
metropolitan areas. Signature Move, you must finish a long rest before you
can use it again.
Arena Royale
Pugilists in the Arena Royale fight club travel the world
as equal parts performers and gladiators. Whether
performing in staged physical competitions or fighting
it out in real brawls, pugilists in the Arena Royale care
as much about the theatrics of a fight as they do its
outcome. Pugilists in this fight club also care deeply
about their reputation and work to build up local and
regional legends about their performing alternate
personas.
Persona Libre
Starting when you choose this Fight Club at 3rd
level, you create an alternate persona that you
can adopt or discard as an action. When you
create an alternate persona you should give
the persona a striking name as well as some
physical signifier (such as a mask or colorful
cape) or another prominent idiosyncratic feature.
When you adopt your alternate persona you may
make a Charisma (Disguise Kit) ability check with
advantage. Creatures whose passive Insight is lower
than the result of that roll will not recognize you as the
same individual if you encounter them later, or have
encountered them earlier, while not in the persona.
Additionally, while you have adopted your alternate
persona and you are not wearing any armor or using
a shield, your Armor Class equals 10 + your Dexterity
modifier + your Constitution modifier.
High Flyer
Starting at 11th level, while you have
adopted your alternate persona your base
movement increases by 10 feet, your jump
distance is tripled, and you can use your
bonus action to take the Dash action.
Classes | Pugilist
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Bloodhound Bruisers Scrap Like a Sleuth
Starting at 6th level, you gain the following Moxie
Pugilists in the Bloodhound Bruisers fight club are abilities.
notorious for looking for trouble and finding it every In Their Head. As a bonus action you can watch an
time. Members of this fight club are highly observant of opponent within 30 feet for openings and missteps.
character traits and physical evidence and can form an When you do, spend 1 moxie point and the creature
almost supernatural connection to the cities they live makes a Wisdom saving throw contested by your
in. Most use these abilities to become urban defenders Intelligence (Investigation) check. If you succeed you
of the downtrodden but others lend their talents to less have advantage on all weapon attacks against that
savory organizations. creature until the start of your next turn.
Read and React. When a creature hits you with an
Detective Work attack, you can use your reaction and spend 1 moxie
Starting at 3rd level, choose two from Insight, point to try to read the opponent’s intent and twist out
Perception and Investigation. You gain proficiency in of the way. The creature makes an Intelligence saving
those skills. throw contested by your Wisdom (Insight) check. If you
In addition, gain the following Moxie abilities. succeed the attack misses you.
Forensic Specialist. When you are examining a Size ‘Em Up. As a bonus action you can observe
scene of violence, you can spend 1 Moxie point to gain a creature you can see to discover its strengths and
advantage on any Intelligence (Investigation) ability weaknesses. When you do, spend 1 moxie point and the
check to find physical evidence and make deductions creature makes a Charisma saving throw contested by
based on evidence. your Wisdom (Perception) check. If you succeed you
Keen Observer. When you make a Wisdom can ask the DM three questions that can be answered
(Perception) ability check in a settlement, you can spend with a yes or a no regarding the creature’s mannerisms,
1 Moxie point to gain advantage on that roll. personality, or statistics.
Living Lie Detector. When you make a Wisdom
(Insight) ability check to determine whether a creature Heart of the City
is lying, you can spend 1 Moxie point to gain advantage Starting at 11th level, when you take a long rest in a
on that roll. settlement you can attune to the settlement as if it were
a magical item. Until the attunement ends, you gain the
following benefits while in that settlement.
Classes | Pugilist
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PDF compiled, edited and designed to resemble the official Player’s Handbook by Ners
Salt & Vinegar Additional Fight Clubs for Pugilist by
Benjamin Huffman
Pugilists in the Salt & Vinegar fight club revel in their
http://sterlingvermin.com/
reputations as heels. Widely despised for their obscene
curses and dirty tricks, these pugilists take pride in their
Art Credits in Order of Appearance
ability to provoke and win at all costs.
“Goliath Brawler” by Ners
“Bloodhound Bruiser” by Aly Flock
Salty Salute
Starting at 3rd level, you gain proficiency with the DUNGEONS & DRAGONS, D&D, Wizards of the
Intimidation skill. Coast, Forgotten Realms, the dragon ampersand, and
In addition, you have mastered the art of the enraging all other Wizards of the Coast product names, and their
insult. You can spend 1 moxie point and use a bonus respective logos are trademarks of Wizards of the Coast
action on your turn to provoke a creature who can see or in the USA and other countries.
hear you within 60 feet. That creature has disadvantage
on any attack rolls it makes that do not include you as a This work contains material that is copyright Wizards
target before the start of your next turn. That creature of the Coast and/or other authors. Such material is
must also succeed on a Wisdom saving throw or take used with permission under the Community Content
your fisticuffs damage die + your proficiency modifier in Agreement for Dungeon Masters Guild.
psychic damage.
The saving throw DC for all Salt & Vinegar Fight Club All other original material in this work is copyright
features is calculated as follows: 2016 by Benjamin Huffman and published under the
Community Content Agreement for Dungeon Masters
Salt & Vinegar save DC = 8 + your proficiency modifier + Guild.
your Wisdom modifier
Classes | Pugilist
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