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Material D&D

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0% found this document useful (0 votes)
393 views4 pages

Material D&D

D&D

Uploaded by

Ricardo Macarini
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Classes | Pugilist

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.

Work the Crowd


At 6th level, while you have adopted your alternate
persona you can use your action to inspire fear and
adoration in those nearby. When you do, make a
Charisma (Performance) ability check and decide
whether you are trying to inspire adoration or fear. All
creatures within 30 feet who can see you must succeed
on a Wisdom saving throw with a difficulty of that
ability check result or be charmed if you chose
adoration or frightened if you chose fear for the
next minute. You can use this feature again after
you complete a long rest.

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
2
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.

• You cannot be surprised and you add your proficiency


bonus to your initiative
• You have darkvision to a range of 120 feet
• When you make an ability check using the Insight,
Investigation, or Perception skills and you are
proficient in that skill, you add double your proficiency
modifier to the ability check
• You cannot be lost by any means
• When you are not in combat, you can travel between
any two points in the settlement twice as fast as your
speed would normally allow

When you reach 17th level, when you attune to a


settlement, you can choose to have it not count toward
your limit of attuned magic items. You can be attuned to
only one settlement in this manner at a time.

Eyes Wide Open


Starting at 17th level, you can enter an alert and
watchful state in a single moment of reflection. When
you do, use a bonus action and spend 3 moxie points.
For the next minute you can use all of the moxie
features granted to you by your Detective Work and
Scrap Like a Sleuth features without spending moxie.

Classes | Pugilist
3
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

Piss & Vinegar


Starting at 6th level, you have a few tricks up your sleeve
to even the odds when the going gets rough. You gain
the following moxie abilities.
Blindsider. When you deal damage with an unarmed
attack you can spend 1 moxie point to attempt to blind
the creature you hit. The creature must succeed on a
Constitution saving throw or be blinded until the end of
your next turn.
Heelstomper. When you deal damage with an
unarmed attack you can spend 1 moxie point to attempt
to slow the creature you hit. The creature must succeed
on a Dexterity saving throw or halve its movement
speed for one minute.
Low Blow. When you deal damage with an unarmed
attack you can spend 1 moxie point to hit them below
the belt. The creature must succeed on a Strength
saving throw or be knocked prone.

Mean Old Cuss


Starting at 11th level, you do not need to spend a
moxie point to use the Salty Salute feature. In addition,
the saving throw DC of your Salt & Vinegar features
increases by 2.

The Uncouth Art


Starting at 17th level, your swears are so potent they
can move men to madness. As a bonus action you can
spend 3 moxie points and swear at one creature who
shares a language with you within 60 feet. That creature
must pass a Wisdom saving throw or become enraged
for one minute. Creatures who are immune to charm
and fear effects cannot be enraged. While enraged the
creature cannot make attacks against creatures other
than you and the creature gains vulnerability to any
damage dealt by you.

Classes | Pugilist
4

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