Base Class: Monk
If you ever find yourself in a barfight with a pugilist, I hope you have a couple clerics handy. A pugilist will use their superior strength to beat down their foes unrelentingly. They will never flinch, and never sway. The more they fight, the harder they fight. They know exactly how to use their body weight, and their enemy's, to their advantage. When a monk fights, it's like watching a choreographed performance, when a pugilist fights, it's like watching a bull trample a halfling. A pugilist will come out of every fight either feeling better than before, or dead.
The Fighter's Spirit
Starting when you choose this fight club at 3rd level, you gain the following benefits.
- Compression Lock. When a creature attempts to break a grapple with you and succeeds, you can use your reaction and spend 1 ki point to force the creature to roll again. The creature must use the second result.
- Body Slam. Immediately after successfully grappling a creature one size larger or smaller, you may spend 2 ki points to attempt a body slam. The grappled creature immediately takes 2d4 bludgeoning damage and then is knocked Prone and the Grapple is broken.
- Iron Muscle. As a bonus action, you can spend 1 or more ki points equal to your Monk Level. For each ki point spent, roll one hit dice and gain that much temporary hit points.
Haymaker
Starting at 6th level, before you make an attack roll with an unarmed strike or a monk weapon attack that does not already have disadvantage you can declare you are swinging wild haymakers. You make all attack rolls until the end of this turn with disadvantage and when you deal damage you do not roll for damage but use the maximum die result instead.
Limit Break
Starting at 11th level, you can block the brunt of an attacks momentum to strengthen your resolve. You can use your reaction and spend 2 ki points to reduce the damage of a melee weapon attack made against you by 1d10 + your Strength modifier + your monk level. If you reduce the damage to 0, your hit point maximum is then increased equal to the amount reduced. In addition, you gain the benefits of the Enlarge portion of the Enlarge/Reduce spell for 1 minute:
Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category-- from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage.
KNOCK OUT!!!
At 17th level, when you hit with an unarmed strike or monk weapon you can spend 1 or more ki points to try to knock out the opponent instead of dealing damage. The target must then make a Constitution Saving Throw. Roll 3d10 + 1d10 for every ki point spent after the first + your monk level, halving that number on a success.
Regardless of success or failure, if the total is equal to or greater than the creature’s remaining hit points, it is knocked unconscious for 10 minutes.






