The Pugilist Level Proficiency Bonus Adrenaline Points Fisticuffs Die Features 1st +2 — 1d4 Iron Chin, Fisticuffs 2nd +2 2 1d4 Adrenaline 3rd +2 3 1d4 Fight Club 4th +2 4 1d4 Ability Score Improvement 5th +3 4 1d6 Extra Attack 6th +3 5 1d6 Heavy-Handed, Countercross 7th +3 5 1d6 Fight Club Feature 8th +3 6 1d6 Ability Score Improvement 9th +4 6 1d8 School of Hard Knocks 10th +4 7 1d8 Unbreakable 11th +4 7 1d8 Haymaker 12th +4 8 1d8 Ability Score Improvement 13th +5 8 1d10 Battle Hunger 14th +5 9 1d10 Bloodied but Unbowed 15th +5 9 1d10 Fight Club Feature 16th +5 10 1d10 Ability Score Improvement 17th +6 10 1d12 Survival Instinct 18th +6 11 1d12 Fight Club Feature 19th +6 12 1d12 Ability Score Improvement 20th +6 12 1d12 Adrenaline Rush Class Features As a pugilist, you gain the following class features. Hit Points Hit Dice: 1d12 per pugilist level

1d12 per pugilist level Hit Points at 1st Level: 12 + your Constitution modifier

12 + your Constitution modifier Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per pugilist level after 1st Proficiencies Armor: Light armor

Light armor Weapons: Simple weapons, Improvised weapons

Simple weapons, Improvised weapons Tools: Two gaming sets of your choice Saving Throws: Strength, Constitution

Strength, Constitution Skills: Choose two from Acrobatics, Athletics, Deception, Intimidation, Perception, Sleight of Hand, and Stealth Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) any two simple melee weapons or (b) leather armor and a mace

(a) five javelins or (b) a light crossbow with ten bolts

(a) a Dungeoneer's pack or (b) an Explorer's pack

one gaming set of your choice Iron Chin You're as tough as they come. You can use your Constitution modifier in place of your Dexterity modifier when calculating your AC while wearing light or no armor and you aren't using a shield. Fisticuffs Your experience in back alley fights turned you into a rough and ready fighter, granting you benefits when using your fists or pugilist weapons, which are simple or improvised weapons that don't have the heavy property. You gain the following while you are unarmed or using pugilist weapons and you are wearing light or no armor. You can roll a d4 in place of the normal damage of your unarmed attacks. This die changes as you gain pugilist levels, as shown in the table.

When you use the Attack action with an unarmed strike or a pugilist weapon, you can make one unarmed strike or grapple as a bonus action. Adrenaline Starting at 2nd level, you learn to hurt others more than they hurt you. Whenever you take HP damage from a creature other than yourself equal to or greater than your level in this class, you gain 1 Adrenaline point. Whenever your HP is restored, you lose 1 Adrenaline point. The Pugilist class table shows the maximum number of Adrenaline points you can have at any given time. At the end of a long rest, you lose any unspent Adrenaline points. You can use these Adrenaline points to activate various abilities. You begin knowing three such abilities: Brace Up, Stick and Move, and Knock Down. Some abilities require your target to make a saving throw to resist its effects. The saving throw DC is calculated as follows: Adrenaline save DC = 8 + your proficiency bonus + your Strength modifier Brace Up - Whenever a hostile creature hits you with a weapon attack, you can spend 1 adrenaline point and a reaction to gain resistance to the damage of that attack.

- Whenever a hostile creature hits you with a weapon attack, you can spend 1 adrenaline point and a reaction to gain resistance to the damage of that attack. Stick and Move - After taking the Attack action, you can spend 1 Adrenaline point to take the Disengage action as a bonus action

- After taking the Attack action, you can spend 1 Adrenaline point to take the Disengage action as a bonus action Knock Down - When you hit a hostile creature with a melee weapon attack, you can spend 2 Adrenaline points to force your target to make a Strength saving throw. On a failed save, they are knocked prone.

Fight Club Beginning at 3rd level, your fighting style is exemplified in a Fight Club. Your Fight Club gives you more features at 3rd, 7th, 15th, and 18th 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. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn. Heavy-Handed Starting at 6th level, your attacks with your fists or pugilist weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Countercross Starting at 6th level, you gain the ability to strike back at your attackers. Whenever you take damage from an enemy within 5ft of you, you can use a reaction and 3 Adrenaline points to make an attack of opportunity with advantage against that enemy. School of Hard Knocks By 9th level you've graduated top of the class at the school of hard knocks and you took most of them to the head. You have resistance to psychic damage and gain advantage on saving throws against effects that would make you stunned or unconscious. Unbreakable Starting at 10th level, whenever you make a Strength, Dexterity, or Constitution saving throw, you can add a bonus equal to your Fisticuffs die as a reaction. If you spend 1 Adrenaline point, you may also use this feature for your Intelligence, Wisdom, or Charisma saving throws. You can use this feature after the roll is made but before the result of the roll is determined. Haymaker At 11th level, whenever you hit an enemy with a melee attack, you can spend 2 Adrenaline points to deal extra damage equal to your Fisticuffs die. Battle Hunger Starting at 13th level, getting knocked around gets you anxious for the next fight. Whenever you roll initiative and you have less than half of your HP remaining and you have no Adrenaline points, you gain one Adrenaline point. Bloodied but Unbowed Starting at 14th level, your adrenaline dulls the blows you take. Whenever you spend Adrenaline points, you gain temporary hit points equal to double the number of Adrenaline points you spent plus your Constitution modifier. Survival Instinct At 17th level, you no longer lose Adrenaline when you are healed. Adrenaline Rush By 20th level, you've mastered the ability to harness your pain to inflict even more pain. On your turn, you can spend 12 Adrenaline points as a bonus action to enter a battle trance for 1 minute. While under this effect, you can use your Countercross class feature once per turn without using your reaction or spending any Adrenaline points and any hit you land outside of your turn automatically gains the damage bonus of your Haymaker feature. If you are healed while using this feature, the effect ends early. Once using this feature, you cannot use it again until you finish a long rest. Fight Club Fluffy fluff fluff Wrangler lucha libre wrestling! Heavyweight At 3rd level when you choose this Fight Club, you learn how to maximize your weight when grappling. You count as one size larger for the purposes of grappling and resisting grapples. In addition, you gain proficiency in the Athletics skill. If you are already proficient with Athletics, you double your proficiency bonus for that skill. Groundwork When you take this Fight Club at 3rd level, you gain new ways to use your Adrenaline points: Quick Pin and Compression Lock. Quick Pin - When you successfully grapple a creature, you can use a bonus action and 1 Adrenaline point to attempt to pin your target. The opponent must successfully make a Strength saving throw or become restrained. The opponent can make another saving throw at the end of each of its turns or as an action. It cannot attempt to escape your grapple while restrained in this manner.

- When you successfully grapple a creature, you can use a bonus action and 1 Adrenaline point to attempt to pin your target. The opponent must successfully make a Strength saving throw or become restrained. The opponent can make another saving throw at the end of each of its turns or as an action. It cannot attempt to escape your grapple while restrained in this manner. Compression Lock - Whenever a creature successfully breaks free of your grapple, you can use your reaction and 2 Adrenaline points to force that creature to roll again. The creature must use the second roll. Death Grip At 7th level, you gain 1 Adrenaline point whenever a creature fails to escape your grapple.