Hi, all! Benjamin here, the creator of the Pugilist class. I'm so excited to bring this class to D&D Beyond and see what kind of fisticuff-loving brawlers you all make with the class and accompanying options! Want to learn more about the class? Read on for an example of a Pugilist build from one of my home games.
On dimly lit cobblestone streets and raucous taverns throughout the multiverse, Pugilists learn to fight the old-fashioned way—by throwing the first punch. With the Pugilist class, you can play a scrappy streetwise fist fighter that hits hardest when they’re on the ropes. If you’re excited for the chance to play a bloody knuckled bruiser that doesn’t know when to quit, the Pugilist class has you covered.
Let's explore a Pugilist character build that’s ready to play tonight!
The Pugilist Class (2024) from Sterling Vermin Adventuring Co. brings bare-knuckle brawling to your table with a scrappy, streetwise class built to thrive when the fight gets ugly. This book includes:
The Pugilist class: A hard-hitting, unarmed bruiser with features built around grit, comebacks, and close-quarters control.
6 subclasses: Including the Squared Circle, Street Saint, and more.
3 new weapons designed for Pugilists and other up-close fighters.
Over 20 magic items made for bloody-knuckled heroes who never stay down.
4 Pugilist-based NPCs for DMs to throw down with their players.
Pugilists come from many backgrounds but are united by their ability to overcome adversity through force of will, persistence, and, usually, punching. Unlike other adventurers, Pugilists aren't divine warriors or unlock their inner power by contemplating the mysteries of the multiverse. Pugilists learn to fight because their livelihoods depend on it, and they tap into their resilience through desperation and grit.
Level 1: Fisticuffs and Iron Chin
At level 1, Pugilists get two features that allow them to enter the fray unarmed and unarmored: Fisticuffs and Iron Chin.
Fisticuffs enhances the Pugilist’s Unarmed Strikes, increasing the damage dealt with such attacks as the Pugilist levels up and allowing an additional Unarmed Strike each turn as a Bonus Action. The same feature also improves their attacks with improvised weapons, treating such objects as if they have the Sap mastery property that the Pugilist can use. Combined, these benefits allow you to brawl with just your fists or make use of anything at hand—broken bottles, barstools, and more!
Iron Chin modifies the way a Pugilist determines Armor Class. While wearing Light Armor or no armor, a Pugilist can add their Constitution modifier in place of their Dexterity modifier. Pugilists don’t dodge hits; they roll with the punches.
Level 2: Bloodied but Unbowed and Moxie
Building on the theme of resilience, the Pugilist’s Bloodied but Unbowed feature allows them to snatch victory from the jaws of defeat. When a Pugilist has the Bloodied condition, or takes damage while they have the Bloodied condition, they can use their Reaction to gain Temporary Hit Points equal to four times their Pugilist level. Pugilists regain their use of this feature whenever they finish a Short Rest or Long Rest, making Bloodied but Unbowed a cornerstone of their combat strategy.
Also at level 2, the Pugilist gets its Moxie feature that gives them a pool of Moxie Points that replenish on a Short Rest or Long Rest or when they use Bloodied but Unbowed. As a Bonus Action, a Pugilist can spend a Moxie Point to make two Unarmed Strikes, make one Unarmed Strike and take the Dash or Disengage action as part of the same Bonus Action, or gain Temporary Hit Points. These options allow a Pugilist to lean into offense or defense on a round-by-round basis.
Level 3: Heavy Hitter
Since Pugilists rely on Unarmed Strikes, rather than weapons, when making attacks, they typically do not capitalize on Weapon Mastery properties. The Heavy Hitter feature compensates for that, allowing every Unarmed Strike attack a Pugilist makes to deal damage and either Grapple or Shove.
At Higher Levels
Beyond level 3, Pugilists gain access to features that further expand on the core themes of vigor, comebacks, and devastating strength.
The Dig Deep featureat level 4 allows Pugilists to temporarily gain Resistance to Bludgeoning, Piercing, and Slashing damage. This can be used once at no cost and can be reactivated by gaining 1 Exhaustion level. This encourages Pugilists to push their luck, gambling long-term penalties against short-term benefits.
The Haymaker feature atlevel 5 builds on the risk-taking concepts of Bloodied but Unbowed and Dig Deep. When a Pugilist makes an Unarmed Strike or attacks with a Pugilist weapon, they can gamble a Moxie Point. On a hit, they deal maximum damage instead of rolling their damage dice and get the Moxie Point back. On a miss, there’s no effect, and the Moxie Point is lost.
Chando Bouldershoulders, the Reigning Champ (Build)
Fil Cieplak
This build focuses on tanking hits and locking down the biggest, baddest enemy on the battlefield. You’ll keep your foes right where you want them by wrestling them to the ground while laying on a beatdown they won’t soon forget.
Hometown Hero
Chando grew up on the mean streets of Styrnia, where if you couldn’t fight, you couldn’t keep the gold in your pouch.
When he began adventuring, he put his streetfighting skills to good use, beating up dungeon-dwelling monsters with his bare hands and wrestling them into submission. Once he’d earned a reputation and quite a bit of gold, he could have lived a life of luxury and put his past behind him. He didn’t.
Chando opened a gymnasium right on the corner where he grew up. Now he’s giving back to his community, teaching the youth what he knows, and always on the lookout for his next big adventure.
Squared Circle
Chando is a Squared Circle Pugilist, using powerful grappling abilities to lock down his opponents. The Groundwork feature lets him spend Moxie to give opponents Disadvantage on attempts to escape his grapples and allows him to passively deal damage to creatures he has grappled. At higher levels, Meat Shield allows him to intercept attacks using a creature he has grappled, and Heavyweight causes him to count as one size larger for the purposes of grappling and shoving. The final Squared Circle feature, Clean Finish, gives him the chance to perform a fight-ending sleeper hold on a foe he has grappled.
Playstyle Priorities
Run Towards the Danger. The combination of Chando’s Pugilist features Bloodied but Unbowed and Dig Deep, and Orcish species trait Relentless Endurance adds up to a frontline fighter that takes hit after hit without going down. Every attack Chando takes to the chin is one his allies don’t have to.
Create Opportunities for Allies. With his Heavy Hitter and Groundwork features, Chando is a wrestling legend in his own right. When he’s fighting alongside other adventurers that focus on melee attacks, he can set them up for success by knocking their enemies Prone. Even when he’s fighting up front alone, putting monsters down ensures they’ll have to spend their Speed standing up instead of closing in on his companions in the backline.
Lock Down the Big Bad. Making sure the biggest, baddest monster in the fight has his complete attention is Chando’s number one priority. His Heavyweight feature allows him to grapple creatures larger than he would normally be able to. Once he’s got his opponent grappled and on the ground with the Prone condition, he can use his Haymaker to unleash devastating blows with Advantage.
Punch Up Your Game
Chando glowered at the giant towering over him and tapped his own chin. “I’m gonna let you take the first swing,” he said, lowering his hands and closing his eyes as he braced for the impact. One of his tusks flew loose into the snow when the fist larger than his head smashed against his jaw.
He spat the blood out of his mouth and smiled, “Now it’s my turn.”
Core Pugilist Traits ([skills]Athletics[/skills],[skills]Intimidation[/skills], Playing Card Set); Fisticuffs; Iron Chin
2
Moxie; Bloodied But Unbowed; Swagger Streak
3
Subclass: Squared Circle (Groundwork; Muscle Mass)
4
Feat: Sentinel (+1 Strength)
5
Extra Attack; Haymaker
6
Moxie-Fueled Fists; Squared Circle (Meat Shield)
7
Down But Not Out
8
Ability Score Improvement (+2 Strength)
9
School of Hard Knocks
10
Herculean; Shake It Off
11
Squared Circle (Heavyweight)
12
Ability Score Improvement (+2 Constitution)
13
Dig Deeper
14
Unbreakable
15
Pugnacious
16
Ability Score Improvement (+2 Constitution)
17
Squared Circle (Clean Finish)
18
Fighting Spirit
19
Boon: Boon of Combat Prowess (+1 Constitution)
20
Peak Physical Condition
Get the Pugilist Class Today
Get The Pugilist Class (2024) now and build the brawler you’ve always dreamed of playing with the Pugilist class, six subclasses, three new weapons, four new Pugilist-themed NPCs, and over twenty magic items!
This is what the Way of the Drunken Warrior should be, not whatever weird spammable firebreath nonsense the Drunken Master is doing in the Unearthed Arcana.
The new weapons in the document have weapon masteries, though no where in the document does it state that you gain that mastery. They are classified as simple melee weapons. Are the weapons also considered improvised? Or do the pugilist gain the mastery of all weapons they are proficient with?
The Squared Circle subclass has a feature (stop and drop) that you can't use if you used weapon masteries on the attack. But as the pugilist only has the improvised weapon mastery, and you can only grapple with an unarmed attack, this seems redundant? And thus leading back to question 1. :)
its bc there is too much content for it to just be a monk. they have vaguely the same vibe but the mechanics are different, and they are supposed to be the focus. they made the class for the mechanics more than the lore
So I played through a fun little one-shot as the Pugilist at level 15... Let me talk to you about the Heymaker at that level. I had a +12 to hit, Crits at 19. Doing Combomaker on subsequent attacks, activating dig deep, and dig deeper on the tougher fights. Haymaker is supposed to be a gamble, where you get the Moxie Point back if you hit. At level 15 with a +12 to hit... I was hitting. And because of Haymaker, I was was dealing max damage... and then dealing max damage with advantage.
It is so busted.
And while I love the Moxie Point and use of Exhaustion, you have to use Haymaker if you can, and you know you are going hit. So what happens is you barely ever roll dice.
I like it. I think there is a lot of good in there. But like... I solo'd an Ancient White Dragon while the other two in my party fought off its reinforcements.
Bloodied? think again! Failed a Dex Save? You would think so, but nope. Aw, you hit me? I'll take half... actually, make that none, and I'll punch you instead. And its still at Advantage so... oh, thats a crit.
i looked at the character sheet and its lowk busted
like incredibly busted
for example when you use your feature that either gives the enemy disadvantage or makes them take max damage from the next attack, all you need to do is make sure the paladin or rouge goes after you. sneak attack/smite and then they take max damage. the whole thing seems like someone wanted to make an OP character option but couldnt just do a monk subclass.
I agree with this. It should have been a barbarian-esque Monk Subclass, utilizing focus for things like resistence, temp hp gain, and bonus damage to attacks that put you at risk of attacks having advantage. Thats all it had to be
Great to see this class finally get recognition as someone who has been using it since 2019 and owns the original DM's Guild Book. But $15 seems a bit much given the number of potential customers, that's half of Xanthar's for 1/30th of the content. I hope DNDB eventually does something like a DM's Guild Classics Volume 1 which has 6 to 8 classes for $30 or even $42. I was glad to pay the $15 back then because I was supporting a group of creators but now this is a corporate product with way more reach.
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Posted Feb 14, 2026Is Bloodied a thing again?
Haven't heard that term in a good long while.
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Posted Feb 16, 2026i am still thinking up new ways to deal mega damage with that to this day
way of the open hand monk and thier 12d10 damage punch at 17th level
finger of death/disintegrate
paladin max level smite
the list goes on
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Posted Feb 18, 2026This is what the Way of the Drunken Warrior should be, not whatever weird spammable firebreath nonsense the Drunken Master is doing in the Unearthed Arcana.
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Posted Feb 18, 2026Love to see new 3rd party content.
A few questions after reading the class.
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Posted Feb 18, 2026Wdym "fire breath spam"? I'm pretty sure that pugilist is a street brawler but I could be wrong
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Posted Feb 19, 2026I meant the UA for Drunken Warrior. Sorry What I wrote wasn't very clear.
Edited my earlier comment :-)
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Posted Feb 22, 2026This could help build a character that I was thinking of
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Posted Feb 23, 2026I don't get it. Why isn't this a Monk subclass?
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Posted Feb 23, 2026Because it's massively different from a Monk, aside from often using their fists.
Paladins and Barbarians often use big heavy weapons - but they play quite differently. The same with the Pugilist and Monk.
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Posted Feb 25, 2026its bc there is too much content for it to just be a monk. they have vaguely the same vibe but the mechanics are different, and they are supposed to be the focus. they made the class for the mechanics more than the lore
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Posted Feb 26, 2026Ah, my mistake. Yeah that is kinda weird tho.
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Posted Mar 1, 2026I think the better question is why did all of this stuff that would be super helpful for the monk only come about for an entirely different class?
Also I still want to see an updated Kensei Monk. Preferably with Weapon Masteries/Fighting Styles available to them.
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Posted Mar 2, 2026idk, but a new kensei monk would be nice
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Posted Mar 3, 2026Did this class get playtested at all? At level 7 the class can put out around 100 hp of damage per round.
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Posted Mar 3, 2026So I played through a fun little one-shot as the Pugilist at level 15... Let me talk to you about the Heymaker at that level. I had a +12 to hit, Crits at 19. Doing Combomaker on subsequent attacks, activating dig deep, and dig deeper on the tougher fights. Haymaker is supposed to be a gamble, where you get the Moxie Point back if you hit. At level 15 with a +12 to hit... I was hitting. And because of Haymaker, I was was dealing max damage... and then dealing max damage with advantage.
It is so busted.
And while I love the Moxie Point and use of Exhaustion, you have to use Haymaker if you can, and you know you are going hit. So what happens is you barely ever roll dice.
I like it. I think there is a lot of good in there. But like... I solo'd an Ancient White Dragon while the other two in my party fought off its reinforcements.
Bloodied? think again!
Failed a Dex Save? You would think so, but nope.
Aw, you hit me? I'll take half... actually, make that none, and I'll punch you instead. And its still at Advantage so... oh, thats a crit.
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Posted Mar 3, 2026I agree with this. It should have been a barbarian-esque Monk Subclass, utilizing focus for things like resistence, temp hp gain, and bonus damage to attacks that put you at risk of attacks having advantage. Thats all it had to be
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Posted Mar 3, 2026Due to the flavoring of the class, its actually easily adaptable to 2014 rules.
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Posted Mar 4, 2026Great to see this class finally get recognition as someone who has been using it since 2019 and owns the original DM's Guild Book. But $15 seems a bit much given the number of potential customers, that's half of Xanthar's for 1/30th of the content. I hope DNDB eventually does something like a DM's Guild Classics Volume 1 which has 6 to 8 classes for $30 or even $42. I was glad to pay the $15 back then because I was supporting a group of creators but now this is a corporate product with way more reach.
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Posted Mar 5, 2026Is there a way to make this work for 2014 edition. DM is worried it's too strong