Monk
Base Class: Monk

Pugilists unconsciously tap into their own inner strength in the form of moxie. This is not an esoteric or mystical energy that flows through the multiverse, but the result of determination forged over a lifetime of hardship with a never-say-die attitude. You can teach someone how to fight but you could never teach someone how to be a pugilist. The secret of mastering moxie doesn’t come from disciplined study or rigorous training, it comes from years of wanting and needing.

Haymaker

Starting at 3rd level, before you make an attack that does not already have disadvantage, you can declare you are swinging wild haymakers. You make all weapon attack rolls until the end of this turn with disadvantage and when you deal damage with a pugilist weapon or an unarmed strike you do not roll for the weapon’s damage die, but use the maximum die result instead.

Groundwork

Starting when you choose this fight club at 3rd level, you gain the following additional moxie features. Compression Lock. When a creature attempts to break a grapple with you and succeeds, you can use your reaction and spend 1 moxie point to force the creature to roll again. The creature must use the second result. Quick Pin. When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction and spend 1 moxie point to make a grapple attack instead of an opportunity attack. To the Mat. You can use a bonus action and spend 1 moxie point to make a grapple attack against a creature within range. If successful, the creature is also knocked prone.

Cross Counter

Starting when you choose this fight club at 3rd level, you can block the brunt of an attack and launch one of your own in the same fluid motion. 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 pugilist level. If you reduce the damage to 0, you can make an unarmed strike, or pugilist weapon attack, against a creature within range as part of the same reaction

Dirty Tricks

Starting at 6th level, you have a few tricks up your sleeve to even the odds when the going gets rough. You can each of these dirty tricks once and regain their use when you finish a short or long rest. Heelstomper. When you deal damage with an unarmed attack, you attempt to slow the creature you hit. The creature must make a Dexterity saving throw. On a failure, you gain 1 ki point (up to your maximum) and its movement speed is halved for one minute. Low Blow. When you deal damage with an unarmed attack you can choose to hit them below the belt. The creature must make a Strength saving throw. On a failure, you gain 1 ki point (up to your maximum) and it is knocked prone. Pocket Sand. You can use a bonus action to attempt to blind a creature within 5 feet. The creature must make a Constitution saving throw. On a failure, you gain 1 ki point (up to your maximum) and it is blinded until the end of its next turn.

Float Like a Butterfly, Sting Like a Bee

At 11th level, when you reduce damage from an attack to 0 and successfully hit an enemy creature using your Cross Counter feature you regain 1 ki point (up to your maximum).

Knock Out

At 17th level, when you hit with an unarmed strike or pugilist weapon, you can spend 1 or more moxie points to try to knock out the opponent instead of dealing damage. Roll 3d12 + 2d12 for every moxie point spent after the first and add your pugilist level to the result; if the total is equal to or greater than the creature’s remaining hit points, it is unconscious for 10 minutes.

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