+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+6 | Strength | |
+1 | Dexterity | |
+7 | Constitution | |
+2 | Intelligence | |
+2 | Wisdom | |
+0 | Charisma |
+1 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+2 | Arcana | INT | |
+6 | Athletics | STR | |
+3 | Deception | CHA | |
+5 | History | INT | |
+5 | Insight | WIS | |
+3 | Intimidation | CHA | |
+5 | Investigation | INT |
+2 | Medicine | WIS | |
+2 | Nature | INT | |
+5 | Perception | WIS | |
+0 | Performance | CHA | |
+0 | Persuasion | CHA | |
+2 | Religion | INT | |
+1 | Sleight of Hand | DEX | |
+1 | Stealth | DEX | |
+5 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Unarmed Strike | +6 | STR | 1d8+3 | Bludgeoning | |
Vampiric Bite | +7 | CON | 1d8 | Piercing | |
Simple, while you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite, When you attack with this bite and hit a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways of your choice: You regain hit points equal to the piercing damage dealt by the bite. You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite. | |||||
Javelin | +6 | STR | 1d8+3 | Piercing | |
Thrown (30/120) |
Javelin (x3), Common Clothes, Backpack, Bedroll, Rations (x10), Pitons (x10), Crowbar (Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.), Hammer, Tinderbox, 50ft of Hempen Rope (Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.), Cartographer's Tools (Using cartographer's tools, you can create accurate maps to make travel easier for yourself and those who come after you. These maps can range from large-scale depictions of mountain ranges to diagrams that show the layout of a dungeon level.), Magnifying Glass (This lens allows a closer look at small objects. It is also useful as a substitute or flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed.), 10ft of Chain (A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.), Torches (x10), Rabbit's Foot, Grappling Hook.
Common, Infernal
Weapons: Simple Weapons, Improvised Weapons, Whip, Hand Crossbow
Tools: Disguise Kit, Thieves' Tools, Cartographer's Tools
Armor: Light Armor
TBD
TBD
TBD
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Benjamin Huffman
For pugilists, becoming an adventurer might be the only way out of whatever miserable situation they’ve been stuck in since infancy. For others, getting lost out in the world is an escape from the tangled web of debt or enemies they’ve piled up. Other pugilists fight because it’s the only thing they know how to do. Whatever the reason for their adventuring, pugilists are as excited by the prospect of throwing punches as they are spending every last gold coin they earn.
You must have a Strength score of 13 and a Constitution score of 13 or higher in order to multiclass in or out of this class.
If playing using achievements and milestones, selecting this class duirng character creation grants the player the achievement "The Boxer".
At 1st level, your years of fighting in back alleys and taverns have given you mastery over combat styles that use unarmed strikes and pugilist weapons, which are simple melee weapons without the two-handed property, whips, and improvised weapons. You may not use the finesse property of a weapon while using it as a pugilist weapon.
You gain the following benefitys while you are unarmed or using only pugilist weapons and you are wearing light or no armor and not using a shield:
Beginning at 1st level, you can use Constitution instead of Dexterity to determine your armor class when you are wearing light or no armor and not using a shield.
Starting at 2nd level, our experience laying the beatdown on others has given you a moxie you can channel in the midst of battle. This swagger is represented by a number of moxie points. Your pugilist level determines the maximum number of points you have, as shown in the Moxie Points column of the Pugilist table.
You can spend these points to fuel various moxie features. You start knowing three such features: Brace Up, The Old One-Two, and Stick and Move. You learn more moxie features as you gain levels in this class. You regain all expended moxie points when you complete a short or long rest.
You can use a bonus action and spend 1 moxie point to brace for attacks. Roll your fisticuffs die + your pugilist level + your Constitution modifier and gain that many temporary hit points.
Immediately after you take the Attack action on your turn, you can spend 1 moxie point to make two unarmed strikes as a bonus action.
You can use a bonus action and expend 1 moxie point to make a shove attack or take the Dash action.
Beginning at 2nd level, carousing, shadowboxing, and sparring all count as light activity for the purposes of resting for you. Additionally, once you have caroused in a settlement for 8 hours or more, you know all public locations in the city as if you were born and raised there and you cannot be lost by non-magical means while within the city.
Starting at 3rd level, when you take damage that reduces you to half your maximum hit points or less, you can use your reaction to gain temporary hit points equal to your pugilist level + your Constitution modifier and you regain all expended moxie points. You cannot use this feature again until you finish a short or long rest.
Starting at 3rd level, you choose a fight club that best exemplifies your style. Choose from among the fight clubs listed below. Your choice grants you features at 3rd, 6th, 11th, and 17th levels.
At 4th, 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, an ability score can't be increased above 20 using this feature.
Starting at 4th level, you discover a strength inside you that can't be broken. As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage for one minute. At the end of that minute you gain a level of exhaustion.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at 5th level, before you make an attack roll with an unarmed strike or pugilist weapon attack that does not already have disadvantage, you can delcare you are swinging wild haymakers. You make all attack rolls until the end of this turn with disadvantage and when you deal damage you do not roll, but use the maximum instead.
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
At 7th level, you gain proficiency in Dexterity saving throws.
Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.
At 9th leve, when you use your Bloodied But Unbowed feature you can choose to also use this feature. If you do, you add your proficiency bonus to your damage with unarmed attacks and pugilist weapons for the next minute. You can use this feature again after you complete a long rest.
By 10th level, you've graduated top of the class at the school of hard knocks and you took most of them on the head. You have resistance to psychic damage and gain advantage on saving throws against effects that would make you stunned or unconscious.
Starting at 13th level, word of your exploits travels quickly in cities and other settlements. Once you have taken a long rest by carousing in a settlement, you gain advantage on all Charisma (Persuasion) and Charisma (Intimidation) rolls made against the people who live there.
Starting at 14th level, you gain advantage on Strength, Dexterity, and Constitution saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 moxie point to reroll it. You must take the second result.
At 15th level, your carrying capacity is doubled, and when you deal damage with a melee weapon or unarmed strike to an inanimate object that damage is doubled. Your standing jump distance is the same as your running start jump distance.
Starting at 18th level, when you have 4 levels of exhaustion or fewer and are reduced to 0 hit points, you regain half your maximum hit points, half your maximum moxie points, and gain a level of exhaustion. You cannot use this feature again until you finish a long rest.
At 20th level, your Strength and Constitution ability scores increase by 2 to a maximum of 22. Additionally, when you take a long rest you recover 2 levels of exhaustion instead of 1 and you regain all your expended hit dice instead of half your expended hit dice.
Level | Proficiency Bonus | Fisticuffs | Moxie Points | Features |
---|---|---|---|---|
1 | +2 | 1d6 | - | Fisticuffs, Iron Chin |
2 | +2 | 1d6 | 2 | Moxie, Street Smart |
3 | +2 | 1d6 | 2 | Bloodied but Unbowed, Fight Club |
4 | +2 | 1d6 | 3 | Ability Score Improvement, Dig Deep |
5 | +3 | 1d8 | 3 | Extra Attack, Haymaker |
6 | +3 | 1d8 | 4 | Fight Club feature, Moxie-Fueled Fists |
7 | +3 | 1d8 | 4 | Fancy Footwork, Shake It Off |
8 | +3 | 1d8 | 5 | Ability Score Improvement |
9 | +4 | 1d8 | 5 | Down but Not Out |
10 | +4 | 1d8 | 6 | School of Hard Knocks |
11 | +4 | 1d10 | 6 | Fight Club feature |
12 | +4 | 1d10 | 7 | Ability Score Improvement |
13 | +5 | 1d10 | 7 | Rabble Rouser |
14 | +5 | 1d10 | 8 | Unbreakable |
15 | +5 | 1d10 | 8 | Herculean |
16 | +5 | 1d10 | 9 | Ability Score Improvement |
17 | +6 | 1d12 | 9 | Fight Club feature |
18 | +6 | 1d12 | 10 | Fighting Spirit |
19 | +6 | 1d12 | 10 | Ability Score Improvement |
20 | +6 | 1d12 | 12 | Peak Physical Condition |
Pugilists in the Bloodhound Bruisers fight club are notorious for looking for trouble and finding it every time. Members of this fight club are highly observant of character traits and physical evidence and can form an almost supernatural connection to the cities they live in. Most use these abilities to become urban defenders of the downtrodden, but others lend their talents to less savory organizations.
When you choose this fight club at 3rd leve, you have advantage on initiative rolls. During the first round of combat, you have advantage on attack rolls against creatures who haven't acted yet.
Also at 3rd level, you gain proficiency with two of the following skills of your choice: Insight, Investigation, or Perception. In addition, when you make an Intelligence (Investigation), Wisdom (Insight), or Wisdom (Perception) ability check you can spend 1 moxie point to gain advantage on that ability check.
At 6th level, you can use a bonus action and expend 2 moxie points to hone in on the idiosyncrasies and bad habits of an enemy you see within 30 feet. When you do, you have advantage on weapon attacks against the creature and you add your proficiency bonus to your AC against attacks made by that creature. These effects continue for 1 minute or until you use this feature again.
Starting at 11th level, when you take a long rest in a settlement, you can choose to become familiar with the settlement. When you use this feature again, you replace your previous settlement with the current one. You gain the following benefits while in a familiar settlement:
Starting at 17th level, you can use a bonus action and spend 1 moxie point to open your senses to your surroundings for 1 minute. During this time, you have advantage on saving throws against being blinded or deafened and have truesight out to a distance of 30 feet.
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
VRGR
D6 | Hunger |
---|---|
1 | Blood |
2 | Flesh or raw meat |
3 | Cerebral spinal fluid |
4 | Psychic energy |
5 | Dreams |
6 | Life energy |
D8 | Origin |
---|---|
1 | You are the reincarnation of an ancestor who was a vampiric tyrant. |
2 | Your pact with a predatory deity, fiend, fey, or spirit causes you to share their hunger. |
3 | You survived being attacked by a vampire but were forever changed. |
4 | A parasite lives inside you. You indulge its hunger. |
5 | Tragedy interrupted your transformation into an immortal. |
6 | You are a diminished form of an otherworldly being. Slaking your hunger hastens your renewal. |
7 | One of your parents was a vampire. |
8 | A radical experiment changed your body, making you reliant on others for vital fluids. |
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.
DnD 5e SRD SRD
Melee Weapon Thrown Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d6 | Piercing | 30/120 ft | Thrown |
Cost: 5 sp Weight: 2 lb
PHB
Adventuring Gear
Common
Cost: 2 gp
Weight: 4 lb
PHB
Adventuring Gear
Common
Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.
Cost: 2 gp
Weight: 5 lb
PHB
Adventuring Gear
Common
Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.
Cost: 1 gp
Weight: 10 lb
PHB
Adventuring Gear
Common
A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.
Cost: 5 gp
Weight: 10 lb
PHB
Adventuring Gear
Common
This lens allows a closer look at small objects. It is also useful as a substitute or flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed.
Cost: 100 gp
XGE
Artisan Tool
Common
Using cartographer's tools, you can create accurate maps to make travel easier for yourself and those who come after you. These maps can range from large-scale depictions of mountain ranges to diagrams that show the layout of a dungeon level.
Components: Cartographer's tools consist of a quill, ink, parchment, a pair of compasses, calipers, and a ruler.
Arcana, History, Religion: You can use your knowledge of maps and locations to unearth more detailed information when you use these skills. For instance, you might spot hidden messages in a map, identify when the map was made to determine if geographical features have changed since then, and so forth.
Nature: Your familiarity with physical geography makes it easier for you to answer questions or solve issues relating to the terrain around you.
Survival: Your understanding of geography makes it easier to find paths to civilization, to predict areas where villages or towns might be found, and to avoid becoming lost. You have studied so many maps that common patterns, such as how trade routes evolve and where settlements a rise in relation to geographic locations, are familiar to you.
Craft a Map: While traveling, you can draw a map as you go in addition to engaging in other activity.
Activity | DC |
---|---|
Determine a map's age and origin | 10 |
Estimate direction and distance to a landmark | 15 |
Discern that a map is fake | 15 |
Fill in a missing part of a map | 20 |
Cost: 15 gp
Weight: 6 lb