{"name":"Pugilist (Salt & Vinegar)","overview":"","hitdice":"d8","hitpointsfirstlevel":"8 + Constitution modifier","hitpointsathigherlevels":"1d8 (or 5) + your Constitution modifier per Pugilist level after 1st","armorproficiencies":"Light Armor","weaponproficiences":"Simple weapons, improvised weapons, whip, hand crossbow","tools":"One atrisan's tools, gaming set, or thieve's tools","savingthrows":"Strength, Constitution","skills":"Choose two skills from Acrobatics, Athletics, Deception, Intimidation,Perception, Sleight of Hand, and Stealth.","equipment":"(a) Leather armor or (b) any simple weapon\r\n(a) dungeoneer's pack or (b) an explorer's pack\r\n(a) a set of artisan's tools or (b) a gaming set or (c) thieve's tools","spellcasting":"","features":"\u25c6 Fisticuffs (Pugilist 1, BH:PC 4) [1d12]\r\n   Pugilist weapons: improvised weapon, whip, simple weapon (not two-handed\/heavy), unarmed strike\r\n   With these, I must use Str to use the Fisticuffs damage die\r\n   When taking an Attack action with these, I get one unarmed strike or grapple as a bonus action\r\n\r\n\u25c6 Iron Chin (Pugilist 1, BH:PC 4)\r\n   While wearing light or no armor and no shield, I can add my constitution modifier instead of my dexterity modifier to determine my armor class\r\n\r\n\u25c6 Moxie (Pugilist 2, BH:PC 4) [12\u00d7 per short rest]\r\n   I can spend moxie to fuel special actions (see third page)\r\n   I need to spar for at least 30 min of a short rest for that short rest to restore moxie\r\n\r\n\u25c6 Street Smart (Pugilist 2, BH:PC 4)\r\n   Once I have caroused in a settlement for 8 hours or more, I know all public locations in the city as if I were born and raised there and cannot be lost by non-magical means while within the city.\r\n\r\n\u25c6 Bloody but Unbowed (Pugilist 3, BH:PC 4) [1\u00d7 per short rest]\r\n  When I am reduced to less than half of my maximum hit points, I gain temporary hit points equal to my pugilist level + my Constitution modifier, and regain all expended moxie points.\r\n\r\n\u25c6 Dig Deep (Pugilist 4, BH:PC 4)\r\nAs a bonus action, I gain resistance to bludgeoning, piercing, and slashing damage for one minute. At the end of that minute, I gain a level of exhaustion.\r\n\r\n\u25c6 Haymaker (Pugilist 5, BH:PC 5)\r\n   When I take the attack action with pugilist weapons and am not suffering disadvantage, I can choose to swing haymakers. I make all attacks during this turn with disadvantage. I deal maximum damage if an attack hits.\r\n\r\n\u25c6 Moxie-Fueled Fists (Pugilist 6, BH:PC 5)\r\n   My unarmed strikes count as magical for overcoming resistances and immunities\r\n\r\n\u25c6 Fancy Footwork (Pugilist 7, BH:PC 5)\r\n   I am proficient with Dex saves\r\n\r\n\u25c6 Shake it Off (Pugilist 7, BH:PC 5)\r\n   As an action, I can end one effect on me that causes me to be charmed or frightened\r\n\r\n\u25c6 Down but Not Out (Pugilist 9, BH:PC 5) [1\u00d7 per long rest]\r\nWhen I use my Bloody but Unbowed feature, I can choose to add my proficiency bonus to my damage with unarmed attacks and pugilist weapons for the next minute.\r\n\r\n\u25c6 School of Hard Knocks (Pugilist 10, BH:PC 5)\r\n   I gain resistance to psychic damage and advantage on saving throws against effects that would make me stunned or unconscious.\r\n\r\n\u25c6 Rabble Rouser (Pugilist 13, BH:PC 5)\r\n   After carousing, I gain advantage on all Charisma (Persuasion) and Charisma (Intimidation) rolls made against the people who live in the city.\r\n\r\n\u25c6 Unbreakable (Pugilist 14, BH:PC 5)\r\n   I have advantage on Strength, Dexterity, and Constitution saving throws; I can reroll a failed save once by spending 1 moxie point\r\n\r\n\u25c6 Herculean (Pugilist 15, BH:PC 5)\r\n   My carrying capacity is doubled, my jump height and distance are doubled, and when I deal damage to an inanimate object that damage is doubled.\r\n\r\n\u25c6 Fighting Spirit (Pugilist 18, BH:PC 5) [1\u00d7 per long rest]\r\n   When I have 4 levels of exhaustion or fewer and am reduced to 0 hit points, I regain half of my maximum hit points, half of my maximum moxie points, and I gain a level of exhaustion.\r\n\r\n\u25c6 Peak Physical Condition (Pugilist 20, BH:PC 5)\r\n   My Strength and Constitution ability scores increase by 2 to a maximum of 22. I recover 2 levels of exhaustion instead of 1 and regain all expended hit dice after a long rest.\r\n","subclasses":"\u25c6 Salty Salute (Club of the Salt and Vinegar 3, BH:AFC 4)\r\n   I gain proficiency with the Intimidation skill.\r\n   I have mastered the art of the enraging insult. I can spend 1 moxie point and use a bonus action to provoke a creature who can see or hear me within 60 feet. That creature has disadvantage on any attack rolls it makes that do not include me as a target before the start of my next turn. That creature must also succeed on a Wisdom saving throw or take my fisticuffs damage die + my proficiency modifier in psychic damage.\r\n\r\n\u25c6 Piss and Vinegar (Club of the Salt and Vinegar 6, BH:AFC 4)\r\n   I know special moves and can use them by spending moxie.\r\n\r\n\u25c6 Mean Old Cuss (Club of the Salt and Vinegar 11, BH:AFC 4)\r\n   I do not need to spend a moxie point to use the Salty Salute feature\r\n   In addition, the saving throw DC of my Salt & Vinegar features increases by 2\r\n\r\n\u25c6 The Uncouth Art (Club of the Salt and Vinegar 17, BH:AFC 4)\r\n   As a bonus action, I can spend 3 moxie points and swear at one creature who shares a language with me within 60 feet. That creature must pass a Wisdom saving throw or become enraged for one minute. Creatures who are immune to charm and fear effects cannot be enraged. While enraged the creature cannot make attacks against creatures other than me and my damage is doubled against that creature.","tabledata":"","tags":"","isShared":"1","templateId":"25","blockId":"138667"}