Base Class: Pugilist
Pugilists are among the most well-respected carousers in any given city. But you've pushed that reputation to the limit, crafting your own specialty brews to augment your skills in the fighting pits or to hone your physical capabilities.
Level 3: Brawler's Brew
You gain proficiency with brewer's supplies if you don’t have it already.
Whenever you complete a Short or Long Rest, you can concoct a number of magical alcoholic beverages called Brews equal to your Proficiency Bonus, provided you have brewer's supplies available. You know three recipes from the Brawler's Brew list below and gain another at 6th level, 11th level, and 17th level. Whenever you gain a Pugilist level, you can replace one Brawler's Brew recipe with another.
Your Brews last until you complete a rest. You can use a Bonus Action to consume one of your Brews and gain its benefits. The benefits of your Brews last for 1 minute unless otherwise stated. You can only have the benefits of one Brew active at a time. If you consume another Brew while one is active, the first Brew's effects end and the effects of the second Brew begin.
If the effects of your Brawler's Brew would subject a target to a saving throw, the DC is 8 plus your proficiency bonus plus your Constitution modifier. To other creatures, your Brawler's Brews are unpalatable and do not grant the benefits they do to you. If another creature attempts to consume one of your Brawler's Brews, it must make a Constitution saving throw. On a fail, that creature is poisoned for one hour.
Brawler's Brew Options
Brawler’s brew options appear in alphabetical order.
Brawler's Reserve
Prerequisite: 17th Level
You can attack three times instead of once whenever you take the Attack action on your turn.
Burblegut Bock
Prerequisite: 6th Level
You can use a Bonus Action to let loose a thunderous belch. Creatures of your choice within a 15-foot Emanation centered on you must succeed on a Constitution saving throw or take thunder damage equal to one roll of your Fisticuffs die plus your Constitution modifier. Creatures that fail this saving throw are also Stunned until the end of your next turn.
Dead Man's Drink
Prerequisite: 6th Level
Choose cold or necrotic: you have resistance to the chosen damage type and attacks made with your Unarmed Strikes and Pugilist weapons deal the chosen type.
Devil's Eyes Draft
Prerequisite: 11th Level
You can use a Bonus Action to target a creature within 30 feet of you. It must succeed on a Wisdom saving throw or take Psychic damage equal to a roll of your Fisticuffs die plus your Pugilist level and be Frightened of you for 1 minute. It can repeat the saving throw at the end of its turn, ending the Frightened condition on a success.
Dragon Queen Dunkel
Prerequisite: 6th Level
You can cast the Dragon's Breath spell, targeting yourself, without expending a spell slot.
Drainslap Draught
Prerequisite: 11th Level
Once per turn, when you hit a creature with an Unarmed Strike or Pugilist weapon and deal damage, you can choose to deal necrotic damage instead of your attack's normal damage. You then regain a number of hit points equal to half the necrotic damage dealt (rounded down).
Fleetfoot Amber
For 1 hour, your Speed increases by 10 feet and you gain a Climb Speed equal to your Walking Speed.
Floutgrave Cask
You have Advantage on Death Saving Throws.
Gravelfist Keg
Prerequisite: 17th Level
You can add your Constitution modifier to attack and damage rolls made with your Unarmed Strikes and Pugilist weapons.
Gurglegut Grog
Prerequisite: 6th Level
You can use a Bonus Action to let loose a noxious belch. Creatures of your choice within a 30-foot Cone originating from you must succeed on a Constitution saving throw or take poison damage equal to one roll of your Fisticuffs die plus your Constitution modifier. Creatures that fail this saving throw are also Poisoned for 1 minute. A Poisoned creature can repeat the saving throw at the end of its turn, ending the Poisoned condition on a success.
Livening Lager
Prerequisite: 6th Level
While Bloodied, you can regain hit points equal to half your Pugilist level (rounded down) plus your Constitution modifier.
Magmin Hot Honey Mead
Once per turn, you can deal an extra 1d6 fire damage with an Unarmed Strike or Pugilist weapon.
Prowler's Porter
For 1 hour, you gain Darkvision to a range of 60 feet or, if you already have Darkvision, its range is increased by 60 feet.
Pummeler's Pilsner
Prerequisite: 11th Level
Your Strength score and Strength score maximum increases by 3.
Rabblerouser Rum
Prerequisite: 11th Level
Your Constitution score and Constitution score maximum increases by 3.
Red Ale Retort
When you are hit with a melee weapon attack, you can use your Reaction to make an attack targeting the creature that hit you. On a hit, you can deal extra damage equal to half your Pugilist level (rounded down). This attack must be made with an Unarmed Strike or a Pugilist weapon.
Sidealley Sneak Sauce
Prerequisite: 6th Level
For 1 hour while you are in Dim Light or Darkness, you can use a Bonus Action to become Invisible until the start of your next turn.
Slugger's Swill
You have Advantage on attack rolls with your Unarmed Strikes.
Spirit of Spirits
Prerequisite: 17th Level
When you hit with an Unarmed Strike or a Pugilist weapon, you can deal extra Radiant damage equal to half your Pugilist level (rounded down) plus your Constitution modifier. In addition, the target can't benefit from the Invisible condition and sheds Bright Light in a 10-foot radius.
Sure Strike Stout
When you roll a 1 or 2 on damage with your Unarmed Strikes or Pugilist weapons, you can reroll and take the new result.
Sweet Talker Swig
You have Advantage on Charisma checks for 1 hour. When you drink this Brew, choose Deception, Intimidation, or Persuasion. You gain a bonus to the chosen checks equal to half your Pugilist level (rounded down).
Swiftstrike Shandy
Prerequisite: 11th Level
You can cast the Haste spell, targeting yourself, without expending a spell slot.
Level 3: Drunken Stupor
As a Bonus Action, you can enter a Drunken Stupor for a number of minutes equal to your Constitution modifier. While in this stupor, you gain the Poisoned condition as well as the following benefits:
- You add your proficiency bonus to your Armor Class.
- Your Speed increases by 15 feet.
- When you hit a creature with a pugilist weapon, you can add an additional 1d6 poison damage to the attack's damage roll.
Once you use this feature, you can’t use it again until you finish a Long Rest unless you gain 1 Exhaustion level (no action required by you) to restore your use of it. You can use an action to end your Drunken Stupor early.
Level 6: Liquid Repast
When you consume one of your Brawler's Brews, you gain a number of temporary hit points equal to two rolls of your Fisticuffs die plus your Pugilist level and your Constitution modifier and you can remove one level of Exhaustion if you have any.
Level 11: Spirited Fighter
You gain the following benefits:
- The additional poison damage from your Drunken Stupor increases to 1d8.
- You ignore the Disadvantages to attack rolls and ability checks imposed by the Poisoned condition.
- While in your Drunken Stupor, you are immune to the Charmed, Frightened, and Stunned conditions.
- While in your Drunken Stupor, you gain proficiency with Dexterity saving throws.
Level 17: En Bloc Blackout
While in your Drunken Stupor, when you hit with an Unarmed Strike or a Pugilist weapon, instead of dealing damage you can spend Moxie points to attempt to Intoxicate the target. For each Moxie point spent in this way, roll your Fisticuffs die. If the total rolled is equal to or exceeds the target's remaining hit points, the target becomes Intoxicated. While Intoxicated, the target simultaneously has the Charmed, Poisoned, and Stunned conditions. The Intoxicated condition lasts for a number of hours equal to your Constitution modifier or until the target is dealt damage by you or an ally of yours. If a target is immune to any of the Charmed, Poisoned, or Stunned conditions, it is immune to the Intoxicated condition as well.
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