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Published by Maria I C, 2023-04-19 16:08:53

The Thug - Character Book

The Thug - Character Book

THE THUG


CHARACTER CONCEPT Combat: He doesn't resort to spells or such complicated means for defeating foes. All he needs is his shiny metal baseball bat. His Might ability score is Strength. Optional: Crusher Feat. He doesn't usually dodge attacks. He takes them Head On with the power of his Constitution. His Defense ability score is Constitution, and he takes the Tough feat. The more he gets hurt, the more damage he deals. Once he is dropped to half of his max hp he Rages (barbarian) and starts combining Reckless Attacks (barbarian) with Haymakers (pugilist). This means that he makes normal attack rolls that deal maximum damage, at the cost of all attacks against him having advantage. CONTENTS CHARACTER CONCEPT..............................................................2 PART 1: WHO IS THIS CHARACTER? STORY OF A CRIMINAL..............................................................4 CHARACTER QUESTIONS.........................................................6 PERSONALITY TRAITS............................................................. BONDS........................................................................................... IDEALS........................................................................................... FLAWS........................................................................................... PART 2: MATERIAL USED RACE (HUMAN)............................................................................... MAIN BACKGROUND (CRIMINAL)........................................... SECONDARY BACKGROUND (CONVICT).............................. SECONDARY BACKGROUND (SINGLE PARENT)............... CLASS (PUGILIST)........................................................................... PART 3: CHARACTER SHEET MAIN SHEET...................................................................................... CHARACTER DETAILS................................................................... 2


PART 1 WHO IS THIS CHARACTER?


STORY OF A CRIMINAL “A good act does not wash out the bad, nor a bad act the good. Each should have its own reward.” EARLY-LIFE When he was born, his father wasn't present. He had been taken by a tribe of orcs as a slave, and his mother couldn't take care of him so he was given to be raised by his uncle. His uncle did not like his father, and did not care about him. Our character was treated very poorly by his uncle, being beaten almost everyday and put to work. On his 8th birthday, his uncle sold him off to a thieves' guild for a few silver coins. RAISED BY CRIME (what happened at the thieves' guild) For the first time he felt accepted and loved by those around him, and after rigorous training he became an enforcer in the guild, the muscle of every operation his group was involved in. CONVICT One day he was captured by the city guard and sentenced to 5 years in prison. (what happened while he was incarcerated) While in prison, he made an alliance with a gang made up of former members of his thieves' guild. FAMILY MATTERS After he left prison, he managed to find his biological mother, and meet his little sister. His sister immediately took to liking him since she always wanted a brother, but their mother won't accept him into the family because of his upbringing as a criminal. LIFE ON THE STREET (talks about his reason for adventuring.) STRENGTH FROM PAIN (explains how and why he rages and becomes stronger the more he is hurt.) FAVORITE DIVE (where he goes and/or what he does to relax and have fun once in a while.) RUMOR (talks about the rumor he is most known by.) 4


5


CHARACTER QUESTIONS What is your character’s name? His name is Ravi. He doesn't use his family name. How old is your character? 25 years old. How tall is your character? 6'06" What would somebody see at first glance? A tall and muscular (but fit) man with black hair, black eyes and a crimson red shirt. What additional attributes would be noticed upon meeting the character? Where was your character born? Where was your character raised? He wasn't raised in one single place, as the guild he was part in made him move regularly. By who? Who are your character's parents? Are they alive? His mother is but the last time they were together (at his birth) she was very ill. It is unknown if his father is alive. What do they do for a living? Unknown. Does your character have any other family or friends? He has a little sister, and many friends within the thieves' guild that raised him. What is your character’s marital status? Single. Does your character have any kids? None that he knows of. What is your character’s alignment? Neutral Good(ish) What is your character’s moral code? Does your character have goals? Is your character religious? He is not. What are some of your character’s personal beliefs? - Strong body, strong mind. - - Does your character have any personality quirks? He is usually very calm, but has a short fuse. Why does your character adventure? How does your character view their role as an adventurer? Does your character have any distinguishing marks? How does your character get along with others? "As long as you're not a burden to others, we can be friends." Is there anything that your character hates? Weak-willed people. Is there anything that your character fears? PERSONALITY TRAITS NUMBER TRAIT 1 2 3 IDEALS NUMBER TRAIT 1 2 3 BONDS NUMBER TRAIT 1 2 3 FLAWS NUMBER TRAIT 1 2 3 6


PART 2 MATERIAL USED


HUMAN In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that's why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds. A BROAD SPECTRUM With their penchant for migration and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Human skin shades range from nerly black to very pale, and hair colors from black to blond (curly, kinky, or straight): males might sport facial hair that is sparse or thick. A lot of humans have a dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century. VARIETY IN ALL THINGS Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves traditions with origins far beyond the reach of any single human's memory. They live fully in the present - making them well suited to the adventuring life - but also plan for the future, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics. EXAMPLARS OF AMBITION Humans who seek adventure are the most daring and ambitious members of a daring and ambitions race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people, humans champion causes rather than territories or groups. LASTING INSTITUTIONS Where a single elf or dwarf might take on the responsibility of guarding a special location or a powerful secret, humans found sacred orders and institutions for such purposes. While dwarf clans and halfling elders pass on the ancient traditions to each new generation, human temples, governments, libraries, and codes of law fix the traditions in the bedrock of history. Humans dream of immortality, but (except for those few who seek undeath or divine ascension to escape death's clutches) they achieve it by ensuring that they will be remembered when they are gone. Although some humans can be xxenophobic, in general their societies are inclusive. Human lands welcome large numbers of nonhumans compared to the proportion of humans who live in nonhuman lands. EVERYONE'S SECOND-BEST FRIENDS Just as readily as thy mix with each other, humans mingle with members of other races. They get along with almost everyone, thought hey might not be close to many. Humans serve as ambassadors, diplomats, magistrates, merchants, and functionaries of all kinds. Dwarves. "They're stout folk, stalwart friends, and true to their word. Their greed for hold is their downfall, though." Elves. "It's best not to wandr into elven woods. They don't like intruders, and you'll as likely be bewitched as peppered with arrows. Still, if an elf can get past that damned racial pride and actually treat you like an equal, you can learn a lot from them." Halflings. "It's best to beat a meal in a halfling home, as long as you don't crack your head on the ceiling - good food and good stories in front of a nice, warm fire. If halflings had a shred of ambition, they might really amount to something." HUMAN TRAITS It's hard to make generalizations about humans, but your human character has these traits. Ability Score Increase. Your ability scores each increase by 1. Age. Humans reach adulthood in their late teens and live less than a century. Alignment. Humans tend toward no particular alignment. The best and worst are found among them. Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. Speed. Your base walking speed is 30 feet. Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. VARIANT HUMAN TRAITS If your campaign uses the optional feat rules from chapter 5, your Dungeon Master might allow these variant traits, all of which replace the human's Ability Score Increase trait. Ability Score Increase. Two different ability scores of your choice increase by 1. Skills. You gain proficiency in one skill of your choice. Feat. You gain one feat of your choice. STARTING FEAT: BRAWNY You become stronger, gaining the following benefits: Increase your Strength score by 1, to a maximum of 20. You gain proficiency in the Athletics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. You count as if you were one size larger for the purpose of determining your carrying capacity. 8


BACKGROUND MAIN BACKGROUND: CRIMINAL You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You're far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society. BACKGROUND TRAITS Skills. Deception, Stealth Tools. One type of gaming set, thieves' tools Languages. None Equipment. A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 gp CRIMINAL SPECIALTY There are many kinds of criminals, and within a thieves' guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. Choose the role you played in your criminal life, or roll on the table below. FEATURE: CRIMINAL CONTACT You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you. SUGGESTED CHARACTERISTICS Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority. D8 PERSONALITY TRAIT 1 I always have a plan for what to do when things go wrong. 2 I am always calm, no matter what the situation. I never raise my voice or let my emotions control me. 3 The first thing I do in a new place is note the locations of everything valuable - or where such things could be hidden. 4 I would rather make a new friend than a new enemy. 5 I am incredibly slow to trust. Those who seem the fairest often have the most to hide. 6 I don't pay attention to the risks in a situation. Never tell me the odds. 7 The best way to get me to do something is to tell me I can't do it. 8 I blow up at the slightest insult. D6 IDEAL 1 Honor. I don't steal from others in the trade. (Lawful) 2 Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic) 3 Charity. I steal from the wealthy so that I can help people in need. (Good) 4 Greed. I will do whatever it takes to become wealthy. (Evil) 5 People. I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral) 6 Redemption. There's a spark of good in everyone. (Good) D6 BOND 1 I'm trying to pay off an old debt I owe to a generous benefactor. 2 My ill-gotten gains go to support my family. 3 Something important was taken from me, and I aim to steal it back. 4 I will become the greatest thief that ever lived. 5 I'm guilty of a terrible crime. I hope I can redeem myself for it. 6 Someone I loved died because of 1 mistake I made. That will never happen again. D6 FLAW 1 When I see something valuable, I can't think about anything but how to steal it. 2 When faced with a choice between money and my friends, I usually choose the money. 3 If there's a plan, I'll forget it. If I don't forget it, I'll ignore it. 4 I have a "tell" that reveals when I'm lying. 5 I turn tail and run when things look bad. 6 An innocent person is in prison for a crime that I committed. I'm okay with that. VARIANT CRIMINAL: SPY Although your capabilities are not much different from those of a burglar or smuggler, you learn and practiced them in a very different context: a an espionage agent. You might have been an officially sanctioned agent of the crown, or perhaps you sold the secrets you uncovered tot he highest bidder. D8 SPECIALTY 1 Blackmailer 2 Burglar 3 Enforcer 4 Fence D8 SPECIALTY 5 Highway robber 6 Hired killer 7 Pickpocket 8 Smuggler 9


SEC. BACKGROUND: CONVICT You were convicted of a crime in the past and spent a significant amount of time imprisoned. Whether you were truly guilty or you were locked up by mistake, you've done your time and are free once again. Maybe your sentence taught you a lesson, but there's always a chance that you'll go back to your old ways. Examples: A charlatan who got caught in a scheme, a criminal who's luck ran out, a hermit who used their time in solitary confinement to seek enlightenment. BACKGROUND TRAITS Choose as many of the following features as you want. Bad Reputation. Scaring off other prisoners kept you out of fights. Replace one skill from your Main Background with Intimidation. Contraband. You often had to keep small items smuggled into the prison a secret from the guards. Replace one skill from your Main Background with Sleight of Hand. Passing Time. You ad other inmates played a lot of simple games to keep from going insane with boredom. Replace one language or tool proficiency from your Main Background with proficiency with dice sets. FEATURE: PRISON CONNECTIONS While in prison, you made an aliance with a prison gang or other criminal organization. You have been given instructions on how to contact them on the outside in case you need their services. They will be able to get you information, help you avoid the authorities, supply you with contraband, and provide other illegal services of that nature. Your actions in prison have earned you one free reasonable favor. After that is spent, taking advantage of your contact will either cost money or require you to do a favor for them in return. SUGGESTED CHARACTERISTICS Consider using these personality traits in addition to those given by your Main Background. D8 PERSONALITY TRAIT 1 No one insults me and gets away with it. 2 I am trying my best to be a better, more law-abiding citizen. 3 After the slop they fed me in prison, I think everyone's cooking is amazing. 4 I won't stop insisting that I'm innocent until everyone believes me. 5 I have zero trust in law enforcement or the justice system. 6 I would rather make a new friend than a new enemy. 7 I habitually whittle any carvable object I have on hand into a shiv or other simple tool. 8 The only lesson incarceration taught me was to be sneakier when I break the law. 10


PUGILIST Arrows rain down around her as she runs towards the hobgoblins. Desperate to close the distance, that half-orc fights through the sting of a dozen cuts to reach her foes. The pain only makes her stronger. As she descends ont he snarling pack she swings wildly, knocking several hobgoblins off their feet and sending the rest scattering before her. The human braces himself for the impact as the orc rushes him. Then the monster makes a mistake, telegraphing its next move, and that's all the opening the human needs. He ducks beneath the orc's wide swing then raises both hands high above his head and brings them down on the orc's back, forcing the brute to the ground. The dwarf smiles broadly and chuckles as the petty noble raises his hand to strike him for the impudent remark. Quick as a flash, the dwarf shatters the bottle in his hand against the bar and brandishes it before the noble. The young dandy flinches, stumbles backward, and runs away as the dwarf turns back to the bar to order another round. Wherever they come from, pugilists live a rough and tumble life that leaves them full of determination and recklessness, either from overconfidence or desperation. In a fight they can channel this strength of character to dig deep and fight off foes with greater strength of numbers, arms, or armor than anyone else would think possible. SWAGGER FOR DAYS Pugilists unconsciously tap into their own inner strength in the form of moxie. This is not an esoteric or mystical energy that flows through the multiverse, but the result of determination forged over a lifetime of hardship with a never-say-die attitude. You can teach someone how to fight but you could never teach someone how to be a pugilist. The secret of mastering moxie doesn't come from disciplined study or rigorous training, it comes from years of wanting and needing. LIFE ON THE STREET Every city in the worlds of D&D has its back alleys, its underground fighting rackets, its ghettos. The pugilists who live in these places don't have time to consider the lofty ideals of philosophy or ponder the mysteries of the universe. The pugilists, growing up on the wrong side of the tracks, spend all their time chasing down their next meal or, if they're fortunate enough to have that, their next drink, bedfellow, or flophouse. 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 as as excited by the prospect of throwing punches as they are spending every last gold coin they earn. HARDSHIP Like so many other pugilists, your will was forged in the fires of adversity. What did you learn about yourself when you came out on the other side? How does that experience continue to influence you today? No one becomes as tough as a pugilist without enduring terrible hardship and persevering. For a pugilist, suffering is a catalyst that reveals their unbreakable spirit and strength. These hardships also influence a pugilist in other ways. If you were raised on the street, you might have a special interest in looking after the poor and destitute. If you jailed for a crime you didn't commit, your relationship with the town guard might be more antagonistic than the average adventurer. HARDSHIPS D6 HARDSHIP 1 A plague took your family when you were a child leaving you to spend the rest of youth in an orphanage. 2 You were harrassed by the town guard then framed for a crime you did not commit. 3 You lost everything when a trusted friend betrayed you. 4 Your parents sold you to the thieves' guild for less than a gold piece. 5 You drank your life away until you hit rock bottom and sobered up. 6 You refused to throw a match at a gang boss's insistence and your family ended up paying the price. FAVORITE DIVE Every hard-fighting hero needs a refuge where they can relax and rejuvenate. For pugilists, these sanctuaries tend to be disreputable. You might head to your favorite dive to indulge in your dive of choice or fraternize with the common folk. Some pugilists find the only way they can truly unwind is by getting bloodied in a fight. Others have quiet side that few outside their closest companions ever see. How long has your favorite dive been yur go-to spot? Do you have any friends or rivals that frequent the same place? DIVES D6 FAVORITE DIVE 1 A seedy tavern where brawls break out on a nightly basis. 2 An underground fight enue where people come to bet coin on the outcome. 3 A barbershop where they're always eager to hear tales of your latest exploits. 4 A hig stakes gambling den with games of skill and chance. 5 The orphanage you grew up in that was closed and abandoned some years ago. 6 A quiet library. RUMOR Pugilists are frequent subjects of rumors and speculation. The combination of their resilience, might, and panache make them popular topics over a pint at the local tavern. Add to this that most pugilists come from humble beginnings and it's easy to see why the public comes up with such colorful stories about them. Whether or not it's true, you have a particular rumor that follows you wherever you go. How do you feel about your reputation? Do you indulge rumormongers, or does the speculation about your background annoy you? 12


RUMORS D6 RUMOR 1 You got your prodigious strength from suckling milk at the teet of a giantess. 2 You won a drinking competition against a dwarf...and then three more before the night was through. 3 The town guards hate you as much as their spouses love you. 4 You are an enforcer for one of the most powerful figures in the criminal underworld. 5 You wrestled an owlbear to the ground with such ease you fell asleep during the tussle. 6 Your daddy was an earth elemental which is why your bones are made of iron. CREATING A PUGILIST As you build your pugilist, consider how you came to be a bare knuckle brawler. Did you learn to fight to defend yourself? Was scraping the natural result of your nose for trouble? Or did you learn to fight as a way of intimidating and controlling others? Were you fighting for the entertainment, or did you fight because you had to? Did you try to become a more traditional martial artist but just couldn't hack it? Pugilists are a rowdy bunch that like to brag about how they learned to fight, so you better have a good story to tell. What events in your life gave you the sheer determination and will that pugilists call on? Did you spend every day hustling on the street to make ends meet? Were you forgotten and ignored by your family? Were you an outsider in your community who had to constantly struggle against the ignorant stereotypes the people there had of you? The most important element of the pugilist that they are driven. Once you have decided what events made you into the pugilist you are today, decide how that may shape the actions you take in the future. QUICK BUILD You can make a pugilist quickly by following these suggestions. First, make Strength your highest ability score, following by Constitution. Second, choose the criminal or urchin background. CLASS FEATURES As a class_name, you gain the following class features HIT POINTS Hit Dice: 1d8 per Pugilist level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Pugilist level after 1st PROFICIENCIES Armor: Light Armor Weapons: Simple weapons, improvised weapons, whip, hand crossbow Tools: Your choice of one artisan's tools, gaming set, or thieves' tools Saving Throws: Strength, Constitution Skills: Choose two skills 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) leather armor or (b) any simple weapon (a) a dungeoneer's pack or (b) an explorer's pack (a) a set of artisan's tools, (b) a gaming set, or (c) thieves' tools FISTCUFFS 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 benefits while you are unarmed or using only pugilist weapons and you are wearing light or not armor and not using a shield: You can roll a d6 in place of the normal damage of your unarmed strikes or pugilist weapons. This die changes as you gain pugilist levels, as shown in the Fistcuffs column of the Pugilist table. When you use the Attack action with an unarmed strike or a pugilist weapon on your turn, you can make one unarmed strike or grapple as a bonus action. 13 THE PUGILIST LEVEL PROFICIENCY BONUS FISTCUFFS MOXIE POINTS FEATURES 1st +2 1d6 — Fistcuffs, Iron Chin 2nd +2 1d6 2 Moxie, Street Smart 3rd +2 1d6 2 Bloodied but Unbowed, Fight Club 4th +2 1d6 3 ASI, Dig Deep 5th +3 1d8 3 Extra Attack, Haymaker 6th +3 1d8 4 Fight Club feature, Moxie-Fueled Fists 7th +3 1d8 4 Fancy Footwork, Shake it Off 8th +3 1d8 5 ASI 9th +4 1d8 5 Down but Not Out 10th +4 1d8 6 School of Hard Knocks 11th +4 1d10 6 Fight Club feature 12th +4 1d10 7 ASI 13th +5 1d10 7 Rabble Rouser 14th +5 1d10 8 Unbreakable 15th +5 1d10 8 Herculean 16th +5 1d10 9 ASI 17th +6 1d12 9 Fight Club feature 18th +6 1d12 10 Fighting Spirit 19th +6 1d12 10 ASI 20th +6 1d12 12 Peak Physical Condition


IRON CHIN Beginning at 1st level, you can use your Constitution modifier instead of your Dexterity modifier when calculating your AC. MOXIE Starting at 2nd level, you experience laying the beatdown on others has given you a moxie you can channel in the midst of abttle. 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. Starting at 2nd level, you know three such features; Brace Up, The Old One-Two, and Stick & 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. BRACE UP You can use a bonus action and spend 1 moxie point to brace for attacks. Roll your fistcuffs die + your pugilist level + your Constitution modifier and gain that many temporary hit points. THE OLD ONE-TWO 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. STICK & MOVE You can use a bonus action and spend 1 moxie point to take the Shove or Dash action. STREET SMART 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 become lost by non-magical means while within it. BLOODIED BUT UNBOWED Starting at 3d 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. When you do so, you also regain all expended moxie points. After you have used this feature, you cannot do so again until you have finished a short or long rest. FIGHT CLUB Starting at 3rd leel, you choose a fight club that best exemplifies your style: Arena Royale, Bloodhound Bruisers, Dog & Hound, Hand of Dread, Piss & Vinegar, the Squared Circle, or the Sweet Science, all detailed at the end of the class description. Your fight club grants you features at 3rd level, and again at 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. DIG DEEP 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. EXTRA ATTACK Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. HAYMAKER Also beginning at 5th level, before you make an unarmed strike or weapon attack using a pugilist weapon that does not already have disadvantage, you can declare you are swinging a wild haymaker. When you do so, you make that attack's hit roll with disadvantage. If the attack hits, you do not roll for the attack's damage, but use the maximum die result instead. MOXIE-FUELED FISTS Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. FANCY FOOTWORK At 7th level, you gain proficiency in Dexterity saving throws. SHAKE IT OFF Also starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened. DOWN BUT NOT OUT At 9th level, when you use your Bloodied but Unbowed feature, you can choose to aslo use this feature. If you do, you add your proficiency bonus to your damage with unarmed strikes and pugilist weapons for the next minute. Once you have used this feature, you cannot do so again until you have finished a long rest. SCHOOL OF HARD KNOCKS 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 saing throws against effects that would make you stunned or uncounscious. 14


RABBLE ROUSER 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. UNBREAKABLE 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 and take the second result. HERCULEAN 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. Also, your standing jump distance is the same as your running start jump distance. FIGHTING SPIRIT Starting at 18th level, when you have 4 levels of exhaustion or fewer and are reduced to 0 hit points, you regain half of your maximum hit points, half of your maximum moxie points, and gain a level of exhaustion. Once you have used this feature, you cannot do so again until you have finished a long rest. PEAK PHYSICAL CONDITION 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. FIGHT CLUBS Despite the name, fight clubs are not formal fraternities or sororities, but collections of pugilists who, by training or happenstance, share a similar style. In some D&D worlds, fight clubs can tell you a lot about where a person comes from, while in others there are representatives of many fighting styles in all metropolitan areas. THE SWEET SCIENCE Pugilists who practice the Sweet Science hit hard, fast, and often. This style is sometimes used by fighters who battle for the entertainment of the upper classes, but is just as often practiced in the back alleys and bars by those whose next breath depends on a knockout. CROSS COUNTER Starting when you choose this fight club at 3rd, you can block the brunt of an attack and launch one of your own in the same fluid motion. You can use your reaction and spend 2 moxie points to reduce the damage of a melee weapon attack made against you by an amount equal to your Fistcuffs die + your Strength modifier + your Pugilist level. If you reduce the damage to 0, you can make an unarmed strike or pugilist weapon attack against a creature within range as part of the same reaction. ONE, TWO, THREE, FLOOR At 6th level, when you use your bonus action to use the Old One-Two and hit the same creature with both attacks, you can spend 1 moxie point to make an additional attack against that creature as part of the same bonus action. If you hit, the creature takes damage as normal from your unarmed strike, and is knocked prone. FLOAT LIKE A BUTTERFLY, STING LIKE A BEE At 11th leel, when you reduce damage from on attack to 0 and succesfully hit an enemy creature using your Cross Counter feature you regain 1 moxie point (up to your maximum). KNOCK OUT At 17th level, when you hit with an unarmed strike or pugilist weapon, you can spend 1 or more moxie points to try to knock the target out instead of dealing damage. Roll 3d12 + 2d12 for every moxie point spent after the first and add your pugilist level to the result. If the total is equal to or greater than the creature's remaining hit points, it is unconscious for 10 minutes. 15


PART 3 CHARACTER SHEETS


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