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Published by aegokaelhomebrew, 2020-08-18 01:40:20

The Thug - Character Book

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THE THUG

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...................................................................

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.

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 Does your character have any kids?
None that he knows of.
What is your character’s name?
His name is Ravi. He doesn't use his family name. What is your character’s alignment?
Neutral Good(ish)
How old is your character?
25 years old. What is your character’s moral code?

How tall is your character? Does your character have goals?
6'06"
Is your character religious?
What would somebody see at first glance? He is not.
A tall and muscular (but fit) man with black hair, black eyes
and a crimson red shirt. What are some of your character’s personal beliefs?
- Strong body, strong mind.
What additional attributes would be noticed upon -
meeting the character? -

Where was your character born? Does your character have any personality quirks?
He is usually very calm, but has a short fuse.
Where was your character raised?
He wasn't raised in one single place, as the guild he was Why does your character adventure?
part in made him move regularly.
How does your character view their role as an
By who? adventurer?

Who are your character's parents? Does your character have any distinguishing marks?

Are they alive? How does your character get along with others?
His mother is but the last time they were together (at his "As long as you're not a burden to others, we can be friends."
birth) she was very ill. It is unknown if his father is alive.
Is there anything that your character hates?
What do they do for a living? Weak-willed people.
Unknown.
Is there anything that your character fears?
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.

PERSONALITY TRAITS TRAIT BONDS NUMBER TRAIT
TRAIT FLAWS TRAIT
NUMBER 1
2
1 3
2
3 NUMBER

IDEALS 1
2
NUMBER 3

1
2
3

6

PART 2
MATERIAL USED

HUMAN EVERYONE'S SECOND-BEST FRIENDS

In the reckonings of most worlds, humans are the youngest Just as readily as thy mix with each other, humans mingle
of the common races, late to arrive on the world scene and with members of other races. They get along with almost
short-lived in comparison to dwarves, elves, and dragons. everyone, thought hey might not be close to many.
Perhaps it is because of their shorter lives that they strive to Humans serve as ambassadors, diplomats, magistrates,
achieve as much as they can in the years they are given. Or merchants, and functionaries of all kinds.
maybe they feel they have something to prove to the elder
races, and that's why they build their mighty empires on Dwarves. "They're stout folk, stalwart friends, and true to
the foundation of conquest and trade. Whatever drives their word. Their greed for hold is their downfall, though."
them, humans are the innovators, the achievers, and the
pioneers of the worlds. Elves. "It's best not to wandr into elven woods. They don't
like intruders, and you'll as likely be bewitched as peppered
A BROAD SPECTRUM 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
With their penchant for migration and conquest, humans from them."
are more physically diverse than other common races.
There is no typical human. An individual can stand from 5 Halflings. "It's best to beat a meal in a halfling home, as
feet to a little over 6 feet tall and weigh from 125 to 250 long as you don't crack your head on the ceiling - good food
pounds. Human skin shades range from nerly black to very and good stories in front of a nice, warm fire. If halflings had
pale, and hair colors from black to blond (curly, kinky, or a shred of ambition, they might really amount to
straight): males might sport facial hair that is sparse or thick. something."
A lot of humans have a dash of nonhuman blood, revealing
hints of elf, orc, or other lineages. Humans reach adulthood HUMAN TRAITS
in their late teens and rarely live even a single century.
It's hard to make generalizations about humans, but your
VARIETY IN ALL THINGS human character has these traits.

Humans are the most adaptable and ambitious people Ability Score Increase. Your ability scores each increase
among the common races. They have widely varying tastes, by 1.
morals, and customs in the many different lands where
they have settled. When they settle, though, they stay: they Age. Humans reach adulthood in their late teens and live
build cities to last for the ages, and great kingdoms that can less than a century.
persist for long centuries. An individual human might have
a relatively short life span, but a human nation or culture Alignment. Humans tend toward no particular
preserves traditions with origins far beyond the reach of any alignment. The best and worst are found among them.
single human's memory. They live fully in the present -
making them well suited to the adventuring life - but also Size. Humans vary widely in height and build, from barely
plan for the future, striving to leave a lasting legacy. 5 feet to well over 6 feet tall. Regardless of your position in
Individually and as a group, humans are adaptable that range, your size is Medium.
opportunists, and they stay alert to changing political and
social dynamics. Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common and
EXAMPLARS OF AMBITION one extra language of your choice. Humans typically learn
the languages of other peoples they deal with, including
Humans who seek adventure are the most daring and obscure dialects. They are fond of sprinkling their speech
ambitious members of a daring and ambitions race. They with words borrowed from other tongues: Orc curses, Elvish
seek to earn glory in the eyes of their fellows by amassing musical expressions, Dwarvish military phrases, and so on.
power, wealth, and fame. More than other people, humans
champion causes rather than territories or groups. VARIANT HUMAN TRAITS

LASTING INSTITUTIONS If your campaign uses the optional feat rules from chapter
5, your Dungeon Master might allow these variant traits, all
Where a single elf or dwarf might take on the responsibility of which replace the human's Ability Score Increase trait.
of guarding a special location or a powerful secret, humans
found sacred orders and institutions for such purposes. Ability Score Increase. Two different ability scores of
While dwarf clans and halfling elders pass on the ancient your choice increase by 1.
traditions to each new generation, human temples,
governments, libraries, and codes of law fix the traditions in Skills. You gain proficiency in one skill of your choice.
the bedrock of history. Humans dream of immortality, but
(except for those few who seek undeath or divine ascension Feat. You gain one feat of your choice.
to escape death's clutches) they achieve it by ensuring that
they will be remembered when they are gone. STARTING FEAT: BRAWNY

Although some humans can be xxenophobic, in general You become stronger, gaining the following benefits:
their societies are inclusive. Human lands welcome large
numbers of nonhumans compared to the proportion of Increase your Strength score by 1, to a maximum of 20.
humans who live in nonhuman lands. 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 D6 IDEAL

MAIN BACKGROUND: CRIMINAL 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)

You are an experienced criminal with a history of breaking 3 Charity. I steal from the wealthy so that I can help people
the law. You have spent a lot of time among other criminals in need. (Good)
and still have contacts within the criminal underworld.
You're far closer than most people to the world of murder, 4 Greed. I will do whatever it takes to become wealthy. (Evil)
theft, and violence that pervades the underbelly of
civilization, and you have survived up to this point by People. I'm loyal to my friends, not to any ideals, and
flouting the rules and regulations of society. 5 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)

BACKGROUND TRAITS D6 BOND

Skills. Deception, Stealth 1 I'm trying to pay off an old debt I owe to a generous
Tools. One type of gaming set, thieves' tools benefactor.
Languages. None
Equipment. A crowbar, a set of dark common clothes 2 My ill-gotten gains go to support my family.
including a hood, and a belt pouch containing 15 gp
3 Something important was taken from me, and I aim to
CRIMINAL SPECIALTY steal it back.

There are many kinds of criminals, and within a thieves' 4 I will become the greatest thief that ever lived.
guild or similar criminal organization, individual members
have particular specialties. Even criminals who operate 5 I'm guilty of a terrible crime. I hope I can redeem myself
outside of such organizations have strong preferences for for it.
certain kinds of crimes over others. Choose the role you
played in your criminal life, or roll on the table below. 6 Someone I loved died because of 1 mistake I made. That
will never happen again.

D6 FLAW

D8 SPECIALTY D8 SPECIALTY 1 When I see something valuable, I can't think about
anything but how to steal it.
1 Blackmailer 5 Highway robber
2 Burglar 6 Hired killer 2 When faced with a choice between money and my
3 Enforcer 7 Pickpocket friends, I usually choose the money.
4 Fence 8 Smuggler
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.

FEATURE: CRIMINAL CONTACT 5 I turn tail and run when things look bad.

You have a reliable and trustworthy contact who acts as 6 An innocent person is in prison for a crime that I
your liaison to a network of other criminals. You know how committed. I'm okay with that.
to get messages to and from your contact, even over great
distances; specifically, you know the local messengers, VARIANT CRIMINAL: SPY
corrupt caravan masters, and seedy sailors who can deliver
messages for you. Although your capabilities are not much different from
those of a burglar or smuggler, you learn and practiced
SUGGESTED CHARACTERISTICS them in a very different context: a an espionage agent. You
might have been an officially sanctioned agent of the
Criminals might seem like villains on the surface, and many crown, or perhaps you sold the secrets you uncovered tot he
of them are villainous to the core. But some have an highest bidder.
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.

The first thing I do in a new place is note the locations of
3 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.

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 No one becomes as tough as a pugilist without enduring
terrible hardship and persevering. For a pugilist, suffering is
Arrows rain down around her as she runs towards the a catalyst that reveals their unbreakable spirit and strength.
hobgoblins. Desperate to close the distance, that half-orc These hardships also influence a pugilist in other ways. If
fights through the sting of a dozen cuts to reach her foes. you were raised on the street, you might have a special
The pain only makes her stronger. As she descends ont he interest in looking after the poor and destitute. If you jailed
snarling pack she swings wildly, knocking several for a crime you didn't commit, your relationship with the
hobgoblins off their feet and sending the rest scattering town guard might be more antagonistic than the average
before her. adventurer.

The human braces himself for the impact as the orc HARDSHIPS
rushes him. Then the monster makes a mistake,
telegraphing its next move, and that's all the opening the D6 HARDSHIP
human needs. He ducks beneath the orc's wide swing then
raises both hands high above his head and brings them 1 A plague took your family when you were a child leaving
down on the orc's back, forcing the brute to the ground. you to spend the rest of youth in an orphanage.

The dwarf smiles broadly and chuckles as the petty noble 2 You were harrassed by the town guard then framed for
raises his hand to strike him for the impudent remark. a crime you did not commit.
Quick as a flash, the dwarf shatters the bottle in his hand
against the bar and brandishes it before the noble. The 3 You lost everything when a trusted friend betrayed you.
young dandy flinches, stumbles backward, and runs away
as the dwarf turns back to the bar to order another round. 4 Your parents sold you to the thieves' guild for less than a
gold piece.
Wherever they come from, pugilists live a rough and
tumble life that leaves them full of determination and 5 You drank your life away until you hit rock bottom and
recklessness, either from overconfidence or desperation. In sobered up.
a fight they can channel this strength of character to dig
deep and fight off foes with greater strength of numbers, 6 You refused to throw a match at a gang boss's
arms, or armor than anyone else would think possible. insistence and your family ended up paying the price.

SWAGGER FOR DAYS FAVORITE DIVE

Pugilists unconsciously tap into their own inner strength in Every hard-fighting hero needs a refuge where they can
the form of moxie. This is not an esoteric or mystical energy relax and rejuvenate. For pugilists, these sanctuaries tend to
that flows through the multiverse, but the result of be disreputable. You might head to your favorite dive to
determination forged over a lifetime of hardship with a indulge in your dive of choice or fraternize with the
never-say-die attitude. You can teach someone how to fight common folk. Some pugilists find the only way they can
but you could never teach someone how to be a pugilist. truly unwind is by getting bloodied in a fight. Others have
The secret of mastering moxie doesn't come from quiet side that few outside their closest companions ever
disciplined study or rigorous training, it comes from years of see.
wanting and needing.
How long has your favorite dive been yur go-to spot? Do
LIFE ON THE STREET you have any friends or rivals that frequent the same place?

Every city in the worlds of D&D has its back alleys, its DIVES
underground fighting rackets, its ghettos. The pugilists who
live in these places don't have time to consider the lofty D6 FAVORITE DIVE
ideals of philosophy or ponder the mysteries of the universe.
The pugilists, growing up on the wrong side of the tracks, 1 A seedy tavern where brawls break out on a nightly
spend all their time chasing down their next meal or, if basis.
they're fortunate enough to have that, their next drink,
bedfellow, or flophouse. 2 An underground fight enue where people come to bet
coin on the outcome.
For pugilists, becoming an adventurer might be the only
way out of whatever miserable situation they've been stuck 3 A barbershop where they're always eager to hear tales of
in since infancy. For others, getting lost out in the world is your latest exploits.
an escape from the tangled web of debt or enemies they've
piled up. Other pugilists fight because it's the only thing 4 A hig stakes gambling den with games of skill and
they know how to do. Whatever the reason for their chance.
adventuring, pugilists as as excited by the prospect of
throwing punches as they are spending every last gold coin 5 The orphanage you grew up in that was closed and
they earn. abandoned some years ago.

HARDSHIP 6 A quiet library.

Like so many other pugilists, your will was forged in the fires RUMOR
of adversity. What did you learn about yourself when you
came out on the other side? How does that experience Pugilists are frequent subjects of rumors and speculation.
continue to influence you today? 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 THE PUGILIST

D6 RUMOR

1 You got your prodigious strength from suckling milk at PROFICIENCY MOXIE
the teet of a giantess.
LEVEL BONUS FISTCUFFS POINTS FEATURES

2 You won a drinking competition against a dwarf...and 1st +2 1d6 — Fistcuffs, Iron Chin
then three more before the night was through.
2nd +2 1d6 2 Moxie, Street Smart
3 The town guards hate you as much as their spouses love 3rd +2 1d6
you. 2 Bloodied but
Unbowed, Fight Club
4 You are an enforcer for one of the most powerful figures
in the criminal underworld. 4th +2 1d6 3 ASI, Dig Deep

5 You wrestled an owlbear to the ground with such ease 5th +3 1d8 3 Extra Attack,
you fell asleep during the tussle. 6th +3 1d8 Haymaker

6 Your daddy was an earth elemental which is why your 4 Fight Club feature,
bones are made of iron. Moxie-Fueled Fists

CREATING A PUGILIST 7th +3 1d8 4 Fancy Footwork,
Shake it Off

As you build your pugilist, consider how you came to be a 8th +3 1d8 5 ASI
bare knuckle brawler. Did you learn to fight to defend 9th +4 1d8 5 Down but Not Out
yourself? Was scraping the natural result of your nose for
trouble? Or did you learn to fight as a way of intimidating 10th +4 1d8 6 School of Hard Knocks
and controlling others? Were you fighting for the
entertainment, or did you fight because you had to? Did 11th +4 1d10 6 Fight Club feature
you try to become a more traditional martial artist but just
couldn't hack it? Pugilists are a rowdy bunch that like to 12th +4 1d10 7 ASI
brag about how they learned to fight, so you better have a
good story to tell. 13th +5 1d10 7 Rabble Rouser
14th +5 1d10 8 Unbreakable
What events in your life gave you the sheer determination
and will that pugilists call on? Did you spend every day 15th +5 1d10 8 Herculean
hustling on the street to make ends meet? Were you
forgotten and ignored by your family? Were you an outsider 16th +5 1d10 9 ASI
in your community who had to constantly struggle against 17th +6 1d12 9 Fight Club feature
the ignorant stereotypes the people there had of you? The
most important element of the pugilist that they are driven. 18th +6 1d12 10 Fighting Spirit
Once you have decided what events made you into the
pugilist you are today, decide how that may shape the 19th +6 1d12 10 ASI
actions you take in the future.
20th +6 1d12 12 Peak Physical
Condition

QUICK BUILD EQUIPMENT

You can make a pugilist quickly by following these You start with the following equipment, in addition to the
suggestions. First, make Strength your highest ability score, equipment granted by your background:
following by Constitution. Second, choose the criminal or
urchin background. (a) leather armor or (b) any simple weapon
(a) a dungeoneer's pack or (b) an explorer's pack
CLASS FEATURES (a) a set of artisan's tools, (b) a gaming set, or (c) thieves'
tools
As a class_name, you gain the following class features
FISTCUFFS
HIT POINTS
At 1st level, your years of fighting in back alleys and taverns
Hit Dice: 1d8 per Pugilist level have given you mastery over combat styles that use
Hit Points at 1st Level: 8 + your Constitution modifier unarmed strikes and pugilist weapons, which are simple
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution melee weapons without the two-handed property, whips,
and improvised weapons. You may not use the finesse
modifier per Pugilist level after 1st property of a weapon while using it as a pugilist weapon.

PROFICIENCIES You gain the following benefits while you are unarmed or
using only pugilist weapons and you are wearing light or
Armor: Light Armor not armor and not using a shield:
Weapons: Simple weapons, improvised weapons, whip,
You can roll a d6 in place of the normal damage of your
hand crossbow unarmed strikes or pugilist weapons. This die changes as
Tools: Your choice of one artisan's tools, gaming set, or you gain pugilist levels, as shown in the Fistcuffs column
of the Pugilist table.
thieves' tools When you use the Attack action with an unarmed strike
or a pugilist weapon on your turn, you can make one
Saving Throws: Strength, Constitution unarmed strike or grapple as a bonus action.
Skills: Choose two skills from Acrobatics, Athletics,

Deception, Intimidation, Perception, Sleight of hand, and
Stealth.

13

IRON CHIN ABILITY SCORE IMPROVEMENT

Beginning at 1st level, you can use your Constitution When you reach 4th level, and again at 8th, 12th, 16th, and
modifier instead of your Dexterity modifier when 19th level, you can increase one ability score of your choice
calculating your AC. 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
MOXIE using this feature.

Starting at 2nd level, you experience laying the beatdown DIG DEEP
on others has given you a moxie you can channel in the
midst of abttle. This swagger is represented by a number of Starting at 4th level, you discover a strength inside you that
moxie points. Your pugilist level determines the maximum can't be broken. As a bonus action, you gain resistance to
number of points you have, as shown in the Moxie Points bludgeoning, piercing, and slashing damage for one
column of the Pugilist table. minute. At the end of that minute you gain a level of
exhaustion.
You can spend these points to fuel various moxie features.
Starting at 2nd level, you know three such features; Brace EXTRA ATTACK
Up, The Old One-Two, and Stick & Move. You learn more
moxie features as you gain levels in this class. You regain all Beginning at 5th level, you can attack twice, instead of once,
expended moxie points when you complete a short or long whenever you take the Attack action on your turn.
rest.
HAYMAKER
BRACE UP
Also beginning at 5th level, before you make an unarmed
You can use a bonus action and spend 1 moxie point to strike or weapon attack using a pugilist weapon that does
brace for attacks. Roll your fistcuffs die + your pugilist level + not already have disadvantage, you can declare you are
your Constitution modifier and gain that many temporary swinging a wild haymaker. When you do so, you make that
hit points. attack's hit roll with disadvantage. If the attack hits, you do
not roll for the attack's damage, but use the maximum die
THE OLD ONE-TWO result instead.

Immediately after you take the Attack action on your turn, MOXIE-FUELED FISTS
you can spend 1 moxie point to make two unarmed strikes
as a bonus action. Starting at 6th level, your unarmed strikes count as magical
for the purpose of overcoming resistance and immunity to
STICK & MOVE nonmagical attacks and damage.

You can use a bonus action and spend 1 moxie point to take FANCY FOOTWORK
the Shove or Dash action.
At 7th level, you gain proficiency in Dexterity saving throws.
STREET SMART
SHAKE IT OFF
Beginning at 2nd level, carousing, shadowboxing, and
sparring all count as light activity for the purposes of resting Also starting at 7th level, you can use your action to end one
for you. Additionally, once you have caroused in a effect on yourself that is causing you to be charmed or
settlement for 8 hours or more, you know all public frightened.
locations in the city as if you were born and raised there and
you cannot become lost by non-magical means while DOWN BUT NOT OUT
within it.
At 9th level, when you use your Bloodied but Unbowed
BLOODIED BUT UNBOWED feature, you can choose to aslo use this feature. If you do,
you add your proficiency bonus to your damage with
Starting at 3d level, when you take damage that reduces unarmed strikes and pugilist weapons for the next minute.
you to half your maximum hit points or less, you can use Once you have used this feature, you cannot do so again
your reaction to gain temporary hit points equal to your until you have finished a long rest.
pugilist level + your Constitution modifier. When you do so,
you also regain all expended moxie points. After you have SCHOOL OF HARD KNOCKS
used this feature, you cannot do so again until you have
finished a short or 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
FIGHT CLUB have resistance to psychic damage and gain advantage on
saing throws against effects that would make you stunned
Starting at 3rd leel, you choose a fight club that best or uncounscious.
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.

14

RABBLE ROUSER ONE, TWO, THREE, FLOOR

Starting at 13th level, word of your exploits travels quickly in At 6th level, when you use your bonus action to use the Old
cities and other settlements. Once you have taken a long One-Two and hit the same creature with both attacks, you
rest by carousing in a settlement, you gain advantage on all can spend 1 moxie point to make an additional attack
Charisma (Persuasion) and Charisma (Intimidation) rolls against that creature as part of the same bonus action. If
made against the people who live there. you hit, the creature takes damage as normal from your
unarmed strike, and is knocked prone.
UNBREAKABLE
FLOAT LIKE A BUTTERFLY, STING LIKE
Starting at 14th level, you gain advantage on Strength, A BEE
Dexterity, and Constitution saving throws. Additionally,
whenever you make a saving throw and fail, you can spend At 11th leel, when you reduce damage from on attack to 0
1 moxie point to reroll it and take the second result. and succesfully hit an enemy creature using your Cross
Counter feature you regain 1 moxie point (up to your
HERCULEAN maximum).

At 15th level, your carrying capacity is doubled, and when KNOCK OUT
you deal damage with a melee weapon or unarmed strike
to an inanimate object that damage is doubled. Also, your At 17th level, when you hit with an unarmed strike or
standing jump distance is the same as your running start pugilist weapon, you can spend 1 or more moxie points to
jump distance. try to knock the target out instead of dealing damage. Roll
3d12 + 2d12 for every moxie point spent after the first and
FIGHTING SPIRIT add your pugilist level to the result. If the total is equal to or
greater than the creature's remaining hit points, it is
Starting at 18th level, when you have 4 levels of exhaustion unconscious for 10 minutes.
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.

15

PART 3

CHARACTER SHEETS


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