Pugilist
Base Class: Pugilist

Pugilists aren’t trained fighters but learn to scrap to survive. Most of them anyway. You overcame a challenging past by blending your natural instincts for fighting with the discipline of martial arts. And you didn’t just succeed at this new avenue fordevelopment, you excelled at it. When you throw down, pugilists envy your practiced skill and monks are amazed at how you’ve adapted their traditional fighting methods into something dynamic and new.

Level 3: Mixed Martial Arts

When you choose this fight club at 3rd level, choose and learn any two of the martial arts styles described at the end of this archetype. Each martial arts style has a stance and a technique. You can use a bonus action on each of your turns to adopt the stance of a martial arts style you know for the next 10 minutes. While you are in a martial arts stance, you gain the associated benefit and you can use the technique associated with that martial arts style. You learn another martial arts style of your choice at 6th, 11th, and 17th.

🐙 Iron Octopus

The Iron Octopus style focuses on locking down enemy movement and dragging opponents into crushing grapples.

Stance — Clutching Reach

While in this stance, when a creature moves out of your reach, you can use your reaction to attempt to grapple the creature.

Technique — Crushing Clinch

When you have a creature grappled, you can use a bonus action and spend 1 moxie point to deal damage to the creature as if you had hit it with an unarmed strike.

🌪 Four Elements

The Four Elements style channels primal forces through the pugilist’s body, transforming fists into weapons of elemental power.

Stance — Elemental Aura

When you enter this stance, choose acid, cold, fire, lightning, or thunder.

Your fists erupt with elemental energy.
While in this stance, your unarmed strikes deal the chosen damage type instead of their normal damage type.

Technique — Elemental Surge

When you take the Attack action, you can spend 1 moxie point to empower your strikes.

Until the end of the turn, your unarmed strikes deal an additional 1d4 damage.

✋ Open Hand

The Open Hand style focuses on precision strikes that disrupt opponents while maintaining inner balance and resilience.

Stance — Disrupting Strike

While in this stance, when you hit a creature with an attack granted by your One-Two Punch, that creature cannot take reactions until the end of your next turn.

Technique — Inner Restoration

You can use a bonus action and spend 1 moxie point to roll one of your Hit Dice.

You regain hit points equal to the result + your Constitution modifier.

🌑 Shadow Dancer

The Shadow Dancer style is favored by assassins and ambushers who strike quickly before fading into darkness.

Stance — Flowing Footwork

While in this stance:

  • Your movement speed increases by 5 feet

  • Opportunity attacks against you have disadvantage

Technique — Crippling Strike

You can use a bonus action and spend 1 moxie point to attempt a disabling strike.

Make one attack with a pugilist weapon or an unarmed strike.
On a hit, the creature:

  • Takes damage as normal

  • Has disadvantage on the next ability check or attack roll it makes before the end of its next turn

🪨 Stone Palm

The Stone Palm style teaches overwhelming force and relentless impact.

Stance — Crushing Blows

While in this stance, when you roll a 1 or 2 on a damage die for an unarmed strike, you can reroll the die, and must use the new roll.

Technique — Bone-Breaker

When you deal damage with an unarmed strike, you can spend 1 moxie point to deal additional damage.

The additional damage is one roll of your Fisticuffs die.

🌀 Sweeping Circle

The Sweeping Circle style focuses on controlling space and punishing enemies who overextend themselves.

Stance — Defensive Flow

While in this stance, when a creature within 5 feet of you misses with an attack, you can use your reaction to make a shove attack against that creature.

Technique — Evasive Guard

You can spend 1 moxie point and use a bonus action to take the Dodge action.

Four Elements

Four Elements style is overtly mystical, granting its practitioners the ability to channel the elements to do battle.

Stance. When you enter this stance, choose acid, cold, fire, lightning, or thunder and your fists erupt in an elemental aura. While in this stance, your unarmed strikes deal the chosen damage type instead of the normal damage type of your unarmed strikes.

Technique When you take the Attack action you can spend 1 moxie point to cause your unarmed strikes to deal an additional 1d4 damage until the end of the turn.

Iron Octopus

The Iron Octopus style focuses on restricting enemy movements and clinching restrained enemiesinto submission.

Stance. While in this stance, when a creature moves out of your reach, you can use your reaction to attempt to grapple the creature.

Technique. When you have a creature grappled you can use a bonus action on your turn and spend 1 moxie point to deal damage to the creature as if you had hit them with an unarmed strike.

Open Hand

Open Hand style teaches its practitioners to strike select points on the body to restrict their enemies and heal themselves.

Stance. While in this stance, when you hit a creature with an attack granted by your One-Two Punch, that creature can’t take reactions until the end of your next turn.

Technique. You can use a bonus action on your turn and spend 1 moxie point to expend and roll a hit die. When you do, you regain hit points equal to the result of the hit die + your Constitution modifier.

Shadow Dancer

Shadow Dancer style is most often practiced by assassins that move in, eliminate their targets, then fade back into the night.

Stance. While in this stance, your movement speed increases by 5 feet and opportunity attacks made against you have disadvantage.

Technique. You can use a bonus action on your turn and spend 1 moxie point to attempt to inflict a disabling wound on an enemy. When you do, make one attack against a creature with a pugilist weapon or unarmed strike. On a hit, the creature takes damage as normal and has disadvantage on the next ability check or attack roll it makes before the end of its next turn.

Stone Palm

The philosophy of the Stone Palm style suggests that the clearest path to victory is overwhelming force.

Stance. While in this stance, when you roll a 1 or 2 on a damage die for an unarmed strike, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

Technique. When you deal damage with an unarmed strike, you can spend 1 moxie point to deal additional damage. The additional damage is a die equal to your fisticuffs die.

Sweeping Circle

Sweeping Circle style focuses on maintaining space from your opponent and seizing on their missteps.

Stance. While in this stance, when a creature within 5 feet of you misses with an attack, you can use your reaction to make a shove attack against the creature.

Technique. You can spend 1 moxie point and use a bonus action to take the Dodge action.

Level 6: Signature Style

At 6th level, choose one martial arts style you knowto become your signature style. While you are in any martial arts stance, you also gain the benefits of being in the martial arts stance of your signature style. In addition, you can use the technique of your signature style without spending moxie a number of times equal to your Constitution modifier. You regain all expended uses of his feature when you finish a long rest.

Level 11: Unpredictable

Starting at 11th level, when you are in a martial arts stance, you can use a reaction at the start or end of your turn to change into a different martial arts stance.

Level 17: Second Signature

At 17th level, choose a martial arts style you know that isn’t already your signature style. The chosen martial arts style becomes your second signature style with all of the same benefits as the first. In addition, you can use the technique of your second signature style without spending moxie a number of times equal to your Constitution modifier. You regain all expended uses of his feature when you finish a long rest.

Previous Versions

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