Base Class: Pugilist
Pugilists in the Lead Eaters augment their swaggering moves with flashy gunplay, specializing in the use of blackpowder weapons. Known for filling stomachs with lead bullets and knuckle sandwiches, these pugilists love nothing more than staring down an opponent at high noon, proving that their hands are faster and their panache is greater than those of their competitor. And if they’re outmatched in the draw or run out of ammo, they’ll still happily beat that opponent senseless with the butt of their gun, classic fisticuffs, or anything else at hand.
Pugilist Plugger
When you choose this fight club at 3rd level, you learn to combine gunplay with your fisticuffs, gaining the following benefits:
- You gain proficiency in the Performance skill if you don’t already have it. If you do, you gain proficiency in your choice of the Deception or Sleight of Hand skills.
- You gain proficiency with all firearms these weapons count as pugilist weapons for you.
- You can use Strength, instead of Dexterity, for the attack and damage rolls of ranged attacks you make with firearms.
Black Powder Panache
Also at 3rd level, you gain the following additional moxie features.
Drop It. When you hit a creature with a ranged attack using an ammunition weapon, you can spend 1 moxie point to cause an object that creature is holding to be flung up to 20 feet in a straight line away from you. If you do, the attack deals no damage.
Quick Draw. When you roll initiative, you can use your reaction and spend 2 moxie points to draw an ammunition weapon and make an attack with it.
Ricochet Shot. When you make a ranged attack with an ammunition weapon, you can spend 1 moxie point to cause the shot to ricochet off of objects in the environment. The attack ignores half and three-quarters cover, and doesn’t have disadvantage due to a hostile creature being within 5 feet of you.
Gun Club
At 6th level, you learn to use firearms even more effectively in melee combat. When you hit a creature with a melee improvised weapon attack using a weapon requiring ammunition, you can spend 2 moxie points to force the target to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be stunned until the start of your next turn.
The Gun Show
Starting at 11th level, whenever you make a Charisma check, you can substitute your Strength modifier for your Charisma modifier. Additionally, when you succeed on an Intimidation or Performance check involving an ammunition weapon you’re holding, you regain 1 moxie point, up to your maximum. You can regain a number of moxie points with this feature equal to your proficiency bonus, and you regain all of your expended uses when you finish a long rest.
Duel at High Noon
Starting at 17th level, you can cast the Duel of Destiny spell. Strength is your spellcasting ability for the spell. When you cast the spell with this feature, you can immediately make an unarmed strike or attack with a pugilist weapon as a bonus action, and if the spell ends as a result of the target dropping to 0 hit points, you regain all of your expended moxie points. Once you cast the spell using this feature, you can’t do so again until you finish a long rest.
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