The Pugilist Level Proficiency Bonus Features Puglisist Die 1st +2 Pugilist Combat Training, Unarmored Defence 1d6 2nd +2 Skilled Duelist, Bone Breaker 1d6 3rd +2 Pugilism Tradition 1d6 4th +2 Ability Score Improvement 1d6 5th +3 Combat Recovery, Moxy 1d8 6th +3 One Hell of a Punch, Pugilism Tradition feature 1d8 7th +3 Fast Movement, Ruthless Foe 1d8 8th +3 Ability Score Improvement 1d8 9th +4 Stand the Tide 1d8 10th +4 Unstoppable Force 1d8 11th +4 Pugilism Tradition feature 1d10 12th +4 Ability Score Improvement 1d10 13th +5 Feats of Strength 1d10 14th +5 Retaliation 1d10 15th +5 ─ 1d10 16th +5 Ability Score Improvement 1d10 17th +6 Pugilist Tradition feature 1d12 18th +6 ─ 1d12 19th +6 Ability Score Improvement 1d12 20th +6 Eternal Moxy 1d12 Class Features As a Pugilist, you gain the following class features Hitpoints Hit Dice: 1d10 per Pugilist level

1d10 per Pugilist level Hit Points at 1st Level: 10 + your Constitution Modifier

10 + your Constitution Modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution Modifier per level after 1st Proficiencies

1d10 (or 6) + your Constitution Modifier per level after 1st Armour: Light and medium armour, shields

Light and medium armour, shields Weapons: Simple weapons

Simple weapons Tools: None Saving Throws: Strength and Constitution

Strength and Constitution Skills: Choose two from Athletics, Acrobatics, Stealth, Medicine, Perception and Perform Equipment You start with the following equipment, in addition to the equipment granted by your background (a) a dagger or (b) another simple melee weapon

(A) studded leather armour or (b) scale mail armour

(a) a shield or (b) a dagger

Or 3d4 x 10 gold to buy items Pugilist Combat Training By 1st level, you have developed your skills in the combat utilising brutal skilled strikes to desimate enemies. Most Pugilists cares less about the craft of a weapon and more about what they can do with it. You can use your Pugilist Die instead of the weapon damage dice on Pugilist Weapons. A Pugilist Weapon is any weapon you are proficient with as long as you are using it for melee weapon attacks and using strength for its attack and damage rolls. You may also use it as the damage die for your unarmed strikes. Instead of taking the attack action on your turn you may make a Pugilist Strike action. When you make a Pugilist Strike action you may make one weapon attack with a Pugilist Weapon or unarmed strike. If the attack hits you may modify it with any one of the following effects: Wind Breaker. The target of the attack must succeed on a dexterity saving throw, being pushed back up to 20 feet, or half as much on a succesful save. Expose Weakness. Until the start of your next turn any attack roll against the target of this attack is made with advantage. If one of these attacks hits the target this effect ends early.

Drained Convictions. The target of your attack is worn down by it. Until the start of your next turn their movement speed is halved and they must succeed on a constitution saving throw. On a failed save they cannot take reactions for the duration of the effect. If any ability in this class requires a saving throw use the following DC: Pugilist Save DC 8 + your proficiency bonus + your strength modfier Unarmored Defence At 1st level, you gain the ability to defend yourself even when not wearing armour. While not wearing armour your AC is equal to 10 + your dexterity modifier + your constitution modifier. You may wear your shield while still gaining the benefit of this ability. Skilled Duelist At 2nd level your skills in duelling have granted you martial prowess allowing you to defeat your enemies. As a bonus action you may assign a hostile creature within 60 feet of you that you can see as your foe. For the next minute you have advantage on attack rolls against your foe. However, if your foe is slain before the duration ends you may use your bonus action to reassign a new creature as your foe that you can see within 60 feet for the remainder of the duration. You can only use this ability once before requiring a long or short rest to do it again. Bone Breaker By 2nd level, your strikes are able to desimate your enemies through risky maneuvers. When you make an attack with your Pugilist Strike action and are using a melee weapon attack using strength for attack and damage rolls you may make the attack roll with disadvantage and if you hit deal maximum damage on the damage dice of the weapon or unarmed strike. Pugilism Tradition Starting at 3rd level you begin to specialise into your style of Pugilism following a path which follows a specific methodology. You may pick from the Tradition of the Boxer, Mercanary or Juggler for your Pugilism Path. Your tradition grants you features at 3rd, 6th 11th, and 17th 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. Combat Recovery Once you reach 5th level, your speed in combat allows you to recover from failed strikes. Once per round when you use your Pugilist Strike action and miss a weapon attack, you may make another weapon attack as part of that action. Moxy By 5th level, your bravery and strength allow you to hit harder than some would risk. You have a maximum number of moxy equal to your Pugilist level and whenever you roll initiative you gain a number of moxy equal to the result of a roll of your Pugilist Die. Whenever you reduce a hostile creature to zero hit points or your foe is reduced to zero hit points you also gain 1 moxy. You may gain moxy from both simultaniously. Whenever you complete a long or short rest all residual moxy is lost as you are no longer filled with the thrill of combat. You may expend moxy to do any of the following things: Pile Driver. If you hit a weapon attack with your Pugilist Strike action you may spend a number of moxy equal to or less than your proficiency bonus to deal additional damage of the weapons type by rolling a number of additional Pugilist Die equal to the amount of moxy expended. The Old One Two. You may make an unarmed strike attack as a bonus action. This is not considered to be a use of your Pugilist Strike action but can still benefit from bone breaker. Tough It Up. As a bonus action you may gain a number of temporary hit points equal to your Pugilist Die + your Pugilist level. You can only expend moxy on one ability per round. One Hell of a Punch Once you reach 6th level your attacks have become so infamous and skilled that they defy mortal limits. Your unarmed strikes are now magical for the sake of overcoming resistance and immunity to nonmagical attacsk and damage. Fast Movement At 7th level, your speed has grown allowing you to charge in and out of combat with much more ease. Your movement speed is increased by 10 feet. Ruthless Foe By 7th level, your skills in duelling have enhanced allowing you to use your courage and strength to threaten an assigend enemy. Instead of expending the use of your Skilled Duelist feature to assign a foe you can expend 1 moxy. You can still only have one foe assigned at a time. If a foe is assigned with moxy do not treat it as a foe for the sake of gaining moxy. Stand the Tide Upon reaching 9th level your ability to stand your ground and not be moved comes to true fruition. As long as you are not incapacitated you cannot be pushed or pulled by effects and are immune to the proned condition. In addition you are treated as one size category bigger than you when it comes to breaking grapples.

Unstoppable Force Starting at 10th level your stubborn mind grants you immunity to abilities that commonly stop warriors. You are immune to the stunned and paralysed condition. In addtion your movement speed is increased by 5 feet and magic cannot reduce your movement speed. Feats of Strength By 13th level, your strength allows you to do things that others would deam impossible. Your carrying capacity is doubled and grapples on creatures two size category greater than you are possible now. Retaliation Starting at 14th level, when someone adjacent to you hits you with an attack, you may use your reaction to make one melee weapon attack against that target. This is not treated as a use of your Pugilist Strike action but it can still benefit from your bone breaker ability. Eternal Moxy By 20th level your moxy has become such a key component of your fighting style that it becomes second nature to have it. If you start your turn with no moxy you instead have one. In addition rather than gaining 1 moxy when you reduce a hostile creature to zero hit points or your foe is reduced to zero hit points you gain 1d4. Pugilist Tradition Pugilists are often known for their infamous style in combat. This presents the many different types of warrior represented by this class that all have distinct approaches. Boxer Tradition Most Boxers are seen in fighting pits within urban cities but some take the skills from such regions and apply it to a wider context. The Boxer Tradition is for those who favour their fists over any bladed weapons. Fisty Cuff Practitioner By 3rd level your preference with your unarmed strikes has come apparent. You gain the following benefits while wielding no weapons or shields. Your unarmed strikes deal an additional 2 damage

While carrying nothing in either hand you may make a bonus action attack with your unarmed strike. This attack can't add the additional 2 damage from this feature or your abilitiy modifier and is not considered a Pugilist Strike action

While carrying noting in either hand your AC is increased by 1 Combat Training Improvement One you reach 3rd level your skills as a boxer grant you improvements on your basic training. You gain an abiility you can choose to use instead of the normal ones in the Pugilist Combat Training feature when you hit an attack with the pugilist strike action. The Put Down. The target of this attack must succeed on a strength saving throw or be knocked prone. Stubborn Will At 6th level, your toughness in brawling has hardened your body and made your defences notable. Whenever you use your moxy to Tough it Up you use the maximum die result rather than rolling it. In addition, if you are reduced to zero hit points you gain 1d4 moxy to expend when you next become conscious. Athletic Performer By 11th level, your skills in performance and combat have granted you incredible skills. You become proficient in performance and athletics. If you are already proficient in either of those skills then your proficiency bonus is doubled for that respective skill. Knock out Punch By 17th level, your punches have become strong enough to desimate foes instantly. When you make an unarmed strike in your Pugilist Strike action and it hits you may make it a Knock out Punch. If the target has less than 100 hit points they are stunned for 1 minute and knocked prone. You can only use this feature once before requiring a long rest to do it again. Mercenary Tradition The Mercenary is a classic archetype of warrior payed to do the dirty work of society using all kinds of weapons. The Mercanary Tradition favours the bladed solution to any conflict finding it quicker. Weapon Specialisation By 3rd level, your familiarity with weapons has made you specialise into weapon expertise. You become proficient with martial weapons and deal an additional 2 damage on melee weapon attacks in your Pugilist Strike action. Combat Training Improvement One you reach 3rd level your skills as a mercenary grant you improvements on your basic training. You gain an abiility you can choose to use instead of the normal ones in the Pugilist Combat Training feature when you hit an attack with the pugilist strike action. Good Old Pocket Sand. The target of this attack must succeed on a dexterity saving throw or be blinded till the end of their next turn. Off Hand Training By 6th level like many Mercanaries you can make use off hand weapons to gain the edge on an enemy. While wielding a light melee weapon or shield in your off hand you may use it in place of your fists in The Old One Two feature.