Pugilists turn close-quarters grit into a disciplined art. They fight with fists, improvised weapons, and the nerve to stay on their feet when others would fall. Their mechanical niche is durable, resource-driven melee pressure: they combine reliable unarmed attacks, grappling, and short bursts of resilience without spellcasting.
Every room has a weapon. Every setback is another round.
Durable close-quarters striker and controller
PPugilist
At a glance
Level
1
Proficiency
+2
bonus at this level
Hit die d10
PrimaryStrengthConstitution
Features
28, levels 1 to 20
1Level 1, reached
Fisticuffs
You gain proficiency with simple weapons and improvised weapons. While unarmored or wearing Light armor, wielding no Shield, and using only simple melee or improvised weapons, you can make an Unarmed Strike as a Bonus Action, use your Fisticuffs die for Unarmed Strike and Pugilist weapon damage, and treat improvised weapons as having the Sap mastery property.
Iron Chin
While unarmored or wearing Light armor and wielding no Shield, your base AC is 12 + your Constitution modifier.
2Level 2
Moxie
You gain Moxie Points as shown on the class table, regaining all expended points when you finish a Short or Long Rest. You learn Brace Up, One-Two Punch, and Stick and Move: Brace Up grants temporary HP equal to a Fisticuffs die roll + your Pugilist level + Constitution modifier; One-Two Punch lets you spend 1 point to make two Unarmed Strikes as a Bonus Action; Stick and Move lets you spend 1 point as a Bonus Action to make an Unarmed Strike and then take the Dash or Disengage action.
Bloodied But Unbowed
When you take damage, you can use your Reaction to regain all expended Moxie Points. If you are at or below half your Hit Point maximum, you also gain temporary HP equal to four times your Pugilist level. Once used, you must finish a Short or Long Rest to use this again.
Swagger Streak
When you fail a Strength, Dexterity, Constitution, or Charisma ability check, you can expend 1 Moxie Point and add a Fisticuffs die to the check. If it still fails, you regain the point and cannot use this feature again until you finish a Short or Long Rest.
3Level 3
Heavy Hitter
When you hit a creature with an Unarmed Strike, you can deal its normal damage and also choose to attempt to Grapple or Shove it as part of the same attack.
Pugilist Subclass
Choose a Pugilist subclass. Your subclass grants features at Pugilist levels 3, 6, 10, and 14.
4Level 4
Ability Score Improvement
Dig Deep
As a Bonus Action, steel yourself for 10 minutes. You have Resistance to Bludgeoning, Piercing, and Slashing damage and ignore the effects of Exhaustion levels 1–5. Once you use this, you must finish a Long Rest to use it again, unless you take 1 Exhaustion level (no action required) to regain its use.
5Level 5
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Haymaker
When you hit with an Unarmed Strike or Pugilist weapon attack, you can expend 1 Moxie Point to deal maximum damage with that attack instead of rolling its damage dice. On a hit, you regain the expended point.
6Level 6
Moxie-Fueled Fists
When you deal damage with an Unarmed Strike or improvised weapon, you can choose for it to deal Force damage instead of its normal damage type.
Subclass Feature
You gain the feature granted at this level by your Pugilist subclass.
7Level 7
Down But Not Out
When damage would reduce you to 0 Hit Points but not kill you outright, you can drop to 1 Hit Point instead. Once you use this feature, you must finish a Long Rest to use it again.
8Level 8
Ability Score Improvement
9Level 9
School of Hard Knocks
Once per turn, you can deal an extra 1d12 damage when you hit with an Unarmed Strike or attack with a Pugilist weapon. This damage is the same type dealt by the weapon or Unarmed Strike. You can forgo this extra damage to apply one of the following effects.
Endanger. The next time the creature is hit by an attack, the attack deals the maximum result of the attack’s damage dice rather than rolling.
Provoke. The creature has Disadvantage on attack rolls against creatures other than you until the end of your next turn.
10Level 10
Herculean
You gain the following benefits.
Heavy Lifter. Your Strength score is doubled when determining your carrying capacity.
Pillar Breaker. When you hit an object with an Unarmed Strike, the hit is a Critical Hit.
Unmatched Athlete. Your jump distance is doubled
Shake It Off
At the start of each of your turns (no action required), you can remove one Exhaustion level on yourself or end one of the following conditions on yourself: Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, Restrained, or Stunned.
Once you use this feature, you can’t use it again until you finish a Long Rest unless you take a level of Exhaustion (no action required by you) to restore your use of it.
Subclass Feature
You gain the feature granted at this level by your Pugilist subclass.
12Level 12
Ability Score Improvement
13Level 13
Dig Deeper
You can use a Bonus Action to dig deeper. For 1 minute, you have all the benefits of your Dig Deep and can use your School of Hard Knocks twice per turn instead of once.
Once you use this feature, you can’t use it again until you finish a Long Rest. Starting at level 20, you can use it twice before a Long Rest.
14Level 14
Unbreakable
You have Advantage on Strength, Dexterity, and Constitution saving throws.
Additionally, whenever you make a saving throw and fail, you can expend 1 Moxie Point to reroll it, and you must use the new roll.
15Level 15
Pugnacious
When you roll Initiative and have no Moxie Points remaining, you regain 2 Moxie Points.
16Level 16
Ability Score Improvement
17Level 17
Subclass Feature
You gain the feature granted at this level by your Pugilist subclass.
18Level 18
Fighting Spirit
When you roll Initiative, you regain 2 expended Moxie Points. If you have no Hit Point Dice remaining, you regain one Hit Point Die.
19Level 19
Ability Score Improvement and Epic Boon
20Level 20
Peak Physical Condition
Your Strength and Constitution scores increase by 2, to a maximum of 25. In addition, when you roll Initiative and have fewer than 4 Moxie Points, you regain Moxie Points until you have 4.
Core traits
Hit die
d10
Primary
StrengthConstitution
Hit pointsHit Point Die: per Pugilist level.
Saving throwsStrength and Constitution saving throw proficiencies. Iron Chin offers a Constitution-based AC when unarmored or wearing Light armor and carrying no Shield.
ArmorLight armor.
WeaponsSimple weapons and improvised weapons.
ToolsNone.
Saving ThrowsStrength and Constitution. Choose two skills from Acrobatics, Athletics, Insight, Intimidation, Perception, and Sleight of Hand.
Skill choicesAcrobatics, Athletics, Insight, Intimidation, Perception, Sleight of Hand
ResourceMoxie Points; you regain all expended points on a Short or Long Rest.
MulticlassingTo multiclass into Pugilist, you need Strength 13 or Constitution 13. You gain the Pugilist Hit Point Die and the level 1 features Fisticuffs and Iron Chin. Your unarmed and improvised-weapon benefits require the stated armor and shield restrictions.
Subclasses
3
Corner Guardian
Hold the line, protect your people, and make every attempt to pass you costly.
Counterstrike and punishing reactions
Improved grapples and battlefield control
A high-level ability to turn an enemy's attack against them
Street Scrapper
Anything within reach is part of your style.
Specialized improvised-weapon techniques
Mobility and tricks suited to chaotic environments
A high-level flurry that turns the surroundings into a weapon
Prizefighter
Read the rhythm, break the guard, and finish the bout on your terms.
Relentless combinations fueled by Moxie
Techniques that pressure isolated foes
A high-level finishing sequence against a worn-down opponent
Playing one
What it is
Pugilists turn close-quarters grit into a disciplined art.
They fight with fists, improvised weapons, and the nerve to stay on their feet when others would fall. Their mechanical niche is durable, resource-driven melee pressure: they combine reliable unarmed attacks, grappling, and short bursts of resilience without spellcasting.
How to play one
Stay close enough to pressure enemies, but use grapples and Shoves to control who can reach your allies.
Moxie is both your burst offense and emergency staying power; spend it deliberately, then use Bloodied But Unbowed or a short rest to get back in the fight. Your strongest defenses require no Shield and no armor heavier than Light.
Make one
Personality
I make a joke when the room gets tense.
Ideal
Fairness. A fight should give everyone a chance to stand back up.
Bond
I owe my first teacher a debt I can never repay.
Flaw
You have trouble walking away from a challenge, even when retreat is wise.
Quirk
Wraps and unwraps their hands before difficult conversations.
Personality
I make a joke when the room gets tense.
I watch people's hands before I listen to their promises.
I respect anyone who gets back up, win or lose.
I prefer a direct answer and give one in return.
Ideals
Fairness. A fight should give everyone a chance to stand back up.
Community. Strength matters most when it protects someone besides you.
Self-Mastery. The hardest opponent is the part of yourself that wants to quit.
Bonds
I owe my first teacher a debt I can never repay.
I will keep my neighborhood, crew, or family safe from people who prey on the weak.
A rival once spared me, and I mean to learn why.
Flaws
You have trouble walking away from a challenge, even when retreat is wise.
You mistake endurance for invulnerability and take needless punishment.
You can be blunt or intimidating when a softer approach would work.
You hold grudges against people who exploit the vulnerable.
Quirks
Wraps and unwraps their hands before difficult conversations.
Names improvised weapons after people who annoyed them.
Keeps a tally of who owes whom a meal after a fight.
Tests chairs, railings, and doors as if they might become weapons.
Compliments an opponent's technique even while grappling them.
In the world
Training
Most pugilists learn through a neighborhood gym, a working crew, a traveling circuit, or repeated hard lessons in the street.
Their initiation is rarely ceremonial: a mentor tests their discipline, teaches them how to protect themselves and others, and makes clear that surviving a fight is not the same as winning it.
How others see them
Ordinary people often see pugilists as brawlers first and skilled protectors second.
In working neighborhoods they may be trusted defenders; in polite circles their callused hands and improvised methods can make them seem unruly.
Famous practitioners
PugilistMara Two-BellsA beloved former dockhand who settled a decades-long feud by winning a public bout without throwing a single punch.
PugilistHobb KettleknuckleA wandering arena champion whose battered iron kettle is as famous as her right hook.
Factions
The Open-Hand Houses
A loose network of neighborhood gyms that teach practical defense and shelter young fighters from exploitative promoters.
The Lantern Circuit
A traveling circuit of licensed fighters who settle disputes, test new styles, and enforce an informal code against fixed matches.
The Commonsteel League
An old fellowship of caravan guards and laborers who train with whatever tools are at hand.
Regions
The Rivet Quays
Crowded port districts, where dock crews teach practical fighting with ropes, crates, and fists.
The Redstone Marches
Mining towns and frontier settlements, where local bouts double as community festivals and dispute resolution.
The Underlanes
Dense city wards with hidden cellar gyms and illegal prize rings.
Character hooks
A retired pit champion has vanished, leaving you their hand wraps and a list of names.
You took a fall in a rigged match to protect someone, and the real conspirators still want you quiet.
Your family runs a struggling tavern whose regulars taught you how to survive a brawl.
You are hunting the person who taught your signature fighting style to a brutal gang.
A traveling fight circuit is your only lead to the person who can clear your name.
You fight to earn enough money to buy back a community space seized by a wealthy patron.
Media
0 images
No images yet.
Visual sheet
Turn Pugilist into a sheet
A high-res, share-ready sheet you can post or print.