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## Brawler Thrown back against a crowd of roaring people, a human spits blood as he raises his fists to protect his head from another mighty blow from his opponent. A huge orc bring down his mighty first towards the humans face. The Human bats the blow to the side and catches the orc in the side of the head with his fist. The ground shakes as the orc falls to the ground and the crowd cheers. A bugbear stands in front of a dragon. The terrifying majesty of it bears down on her as blood runs down her face and her arm hangs lifeless at her side. But she stands strong, takes a deep breath, pops her shoulder back into place and wipes her brow, then charges fist cocked at the dragon. A goliath takes a nearby chair and slams it over the back of a hooded assassin, then takes a bottle off the table and trows it at the head of another across the room. Both fall unconscious to the ground while the goliath just looks at their allies brining. Brawlers are not always the strongest, but they will take all the beatings you throw at them and not let it knock them down. Either on the streets of an uncaring city or in the harsh wilderness with no tools or friends to help, brawlers have learned to face the world around them with nothing but their fists and anything within reach. ### Never Unarmed Brawlers learn to fight with anything they can hold in their hands. While some will receive formal training about fighting from a mentor or even a school, all brawlers know how to use their fists as deadly weapons just as well as a chair. Their armor is their skin, and even though it may not be the strongest all brawlers know how to keep going no matter how many hits they take. Some brawlers use these skills to entertain the masses and strike fear in their enemies, others just focus on the skill of their craft and finally some get others to grant them with magic to bolster their natural abilities. ### Rising Above the Crowd Not every back alley fist fighter is a brawler. Brawlers are formed from years of beatings, training and determination to be able to be a brawler. In dome D&D worlds professional athletes like wrestlers or boxers many be brawlers, but in other worlds it is only people apart of secret organizations can truly learn how to use their bodies to the extent required to be called a brawler. But across the multiverse brawlers are bull headed, strong willed and people who can relate the the common folk. No matter where they come from, their ability endure brings them a special connection to adventurers. Parties with a brawler know that they will have someone who can help take some damage in a fight and not beat around the bush when something needs to be said. \columnbreak
##### Brawler | Level | Proficiency Bonus | Features | Natural Weapon Die | |:---:|:---:|:---|:---:| | 1st | +2 | Leather Skin, Natural Weapon | 1d6 | | 2nd | +2 | Tight Grip, Fast Reflexes | 1d6 | | 3rd | +2 | Fight Club | 1d6 | | 4th | +2 | Ignore the Pain, Ability Score Improvement | 1d6 | | 5th | +3 | Extra Attack, Redirect Attack | 1d6 | | 6th | +3 | Fighting Spirit | 1d8 | | 7th | +3 | Hardy, Fight Club Feature | 1d8 | | 8th | +3 | Ability Score Improvement | 1d8 | | 9th | +4 | Bone Breaker | 1d8 | | 10th | +4 | Remarkable Athlete | 1d8 | | 11th | +4 | Fight Club Feature | 1d8 | | 12th | +4 | Ability Score Improvement | 1d10 | | 13th | +5 | Inner Strength | 1d10 | | 14th | +5 | Supernatural Ability | 1d10 | | 15th | +5 | Indestructible | 1d10 | | 16th | +5 | Ability Score Improvement | 1d10 | | 17th | +6 | Fight Club Feature | 1d12 | | 18th | +6 | Never Give Up | 1d12 | | 19th | +6 | Ability Score Improvement | 1d12 | | 20th | +6 | Bodily Perfection | 1d12 |
### Creating a Brawler When you are building a brawler think about how you learned to be able to use your fists as weapons. How did you learn to take beatings and keep moving? Did you get formally trained by a mentor or organization? Where you stranded in the wilderness, lost and had to learn to survive? If you learned from necessity, what got you to that place? but if it you were trained did you seek out the training, if so why? Your body is not your most valuable weapon. Others need to rely on thick armor or sharp weapons in order to protect themselves and survive in dangerous situations, but not you. Every possession can be taken away from you, but you are never without your best tools and weapons. \pagebreak #### Quick Build You can make a brawler quickly by following these suggestions. First make Strength you highest ability score, followed by Constitution or Charisma if you are going to choose the Heel fight club. Then choose the gladiator, urchin, or outlander background depending on where you learned to be a brawler. ## Class Features As a brawler, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d10 per brawler level - **Hit Points at 1st Level:** 10 + your constitution modifier - **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per brawler level after 1st #### Proficiencies ___ - **Armor:** Light armor - **Weapons:** Simple weapons, Improvised Weapons - **Tools:** Your choice of a gaming set ___ - **Saving Throws:** Strength and Constitution - **Skills:** Choose two from Acrobatics, Athletics, Deception, Intimidation, Perception, Performance, Stealth, Survival #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a padded armor or *(b)* any simple weapon - *(a)* explorer's pack or *(b)* dungeoneer's pack - 2 brass knuckles - If you are using starting wealth, you have 5d4 gp in funds. ### Natural Weapon Your body is your greatest weapon honed over years of work. At 1st level You can roll a d6 in place of the normal damage of your unarmed strike, simple weapons, or improvised weapons. This die changes as you gain brawler levels, as shown in the Natural Weapon Die column on the brawler table. Additionally, when you use the Attack action with an unarmed strike, improvised weapon or a simple weapon you can make one unarmed strike or grapple as a bonus action. ### Leather Skin Your time taking beatings has hardened your skin. At 1st level you can add your Constitution modifier yo your AC in stead of your Dexterity modifier. ### Tight Grip Starting at 2nd level, when you grab someone you make it hurt. When you successfully grapple a creature they take damage equal to your Strength modifier. ### Fast Reflexes Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat to take the Dash, Disengage or Escape action. \columnbreak ### Fight Club Starting at 3rd level, you choose a fight club that best exemplifies your style: Heel, Pugilist, Spell Fist, Wrestler all detailed at the end of the class description. Your fight club grants you features at 3rd level and again at 7th, 11th, and 17th level. ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. ### Ignore the Pain Starting at 4th level, you learn how to keep going even after suffering major damage. You can use a bonus action to roll your natural weapon die + your brawler level + your Constitution modifier and gain that many temporary hit points. You can use this feature a number of time equal to to your Constitution modifier per long rest. ### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ### Redirect Attack Starting at 5th level, you can maneuver out of the way of an attack while also throwing one back at your enemies. You can use your reaction and spend 1 brawler hit die to reduce the damage of a melee weapon attack made against you by 1d10 + your Strength modifier + your brawler level. If you reduce the damage to 0, you can make an unarmed strike against a creature within range as part of the same reaction. ### Fighting Spirit Starting at 6th level, your unarmed strikes and improvised weapons count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. ### Hardy At 7th level, you know how to withstand the toughest of wounds and keep your composure, such as the poisonous bite of a snake, or the effects of the *shatter* spell. When you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. ### Bone Breaker At 9th level, when you attack an enemy you are grappling you add your proficiency bonus to your damage with unarmed attacks, simple weapons and improvised weapons. \pagebreak ### Remarkable Athlete At 10th level, your carrying capacity is doubled, and when you deal damage with a melee weapon or unarmed strike to an inanimate object that damage is doubled. Your standing jump distance is the same as your running start jump distance. ### Inner Strength Starting at 13th level, you gain proficiency in Wisdom saving throws. ### Supernatural Ability At 14th level, you grip is tighter than iron chains. Creatures have disadvantage on ability checks to escape your grapple. ### Indestructible Starting at 15th level, you gain advantage on Strength, Dexterity, and Constitution saving throws. ### Never Giving Up Starting at 18th level, when you are reduced to 0 hit points you can instead fall to a number of hit points equal to your brawler level and you gain 1 level of exhaustion. ### Bodily Perfection At 20th level, any brawler ability you have comes back at a short rest. All missing hit dice replenish on a long rest instead of only half, and you loose 2 level of exhaustion after a long rest instead of one. ## Fight Clubs While all brawlers share many aspects both in their past and in their ability what sets them apart is how they choose to express their talents and perfect their skills. Your chosen fight club is a reflection of how you see yourself as a brawler, you could be an entertainer, an athlete or much more. While the name suggests organized groups of people banding together often times the best labels of different brawlers who use their talents in similar ways. ### Gladiator You are an entertainer at heart. And over the years you have learned that beating people up can be very entertaining to most people. You also refuse to ever loose. Through the use of dirty tricks and fear tactics you will make your opponent submit and the audience cheer. #### Bonus Proficiency Starting when you choose this Fight Club at 3rd level, you gain proficiency in the Performance and Intimidation skill, if you don’t have them already. \columnbreak #### Taunt Starting at 3rd level you know how to say exactly what will get under someone's skin. As a bonus action you target one creature that can hear you within 30 feet, they must make a Wisdom saving throw. If they fail they have disadvantage on all attack rolls that do not involve you as the target until the start of your next turn. For any of your Gladiator features that require your opponent to make a saving throw, the saving DC is calculated as follows:
**Gladiator Save DC** =
8 + your proficiency bonus +
your Charisma modifier
#### Cheap Shots Starting at 7th level you learn some moves on how to demoralize you opponents by hitting them where it hurts. ***Dead Leg.*** As an action make an unarmed strike attack against a creature. When you deal damage the creature makes a Dexterity saving throw, on a failure their movement speed is halved until the start of your next turn. ***Below the Belt.*** As an action make an unarmed strike attack against a creature. When you deal damage the creature makes a Strength saving throw, on a failure they fall prone. ***Discombobulate.*** As an action make an unarmed strike attack against a creature. When you deal damage the creature makes a Constitution saving throw, on a failure they are incapacitated until the start of your next turn. ***Poke the Eyes.*** As an action make an unarmed strike attack against a creature. When you deal damage the creature makes a Constitution saving throw, on a failure they are blinded until the start of your next turn. #### Work the Crowd Starting at 11th level, whenever you roll an Intimidation (Charisma) or Performance (Charisma) check you can roll your natural weapon die and add the number to the total. #### Striking Awe and Fear At 17th level you know just what to do to get the reaction you want out of someone. Once you use this feature you can't use it again until you finish a long rest. ***Awe.*** As an action make a Performance (Charisma) check. Each creature you choose within 30 feet must make a Wisdom saving throw versus your check, on a failure they are charmed by you for the next minute. If you or an ally attack a creature charmed in this way it gets to repeat it's saving throw. ***Fear.*** As an action make an Intimidation (Charisma) check. Each creature within 30 feet must make a Wisdom saving throw versus your check, on a failure they are frightened by you for the next minute. If you or an ally attack a creature frightened in this way it gets to repeat it's saving throw. \pagebreak ### Improviser Everything is a weapon if you hit with it hard enough. Not many would think of you as a competent fighter, a drunken troublemaker at best usually. But you know not to overly rely on training to get you results, you know how to use everything around you as a weapon and how to catch any opponent off guard. #### Smash At 3rd level when you take this fight club you learn how to hit harder with your improvised weapons. Once per turn when you hit with a melee attack with an improvised weapon you can break it on the creature dealing 1 extra natural weapon die of damage. #### Drop At 7th level, you can grab enemies off guard and use it to their detriment. When you successfully grapple a creature you can choose to also have you and the creature drop prone. #### Shield At 11th level, your use of improvised materials also helps you protect yourself. As a reaction to a creature attacking you, you can throw up an improvised weapon you are holding to shield yourself. You can do this after knowing the result of the roll. Doing this breaks the improvised and you roll your natural weapon die and add it to your AC possibly turning a hit into a miss. #### Improve At 17th level you can use most objects as weapons better than most people. Any improvise weapons you use has a +1 to attack and damage rolls. Additionally, the first time you use your Smash or Shield ability after a long rest it does not break your improvised weapon. ### Pugilist The most common form of brawler, at least it is the one everyone will think of. They hit things hard and hit things well and thats how they like it. Not special tactics and no tricks, just pure skill is what they do. #### Iron Fists At 3rd level, when you deal damage with an unarmed strike and roll a 1 or 2 you can reroll the die, you must take the new roll. #### Clinch At 7th level, when you hit a creature with two unarmed strikes in the same turn they are grappled by you as part of the second attack. #### Bombardment Starting at 11th level your punches fly with a speed hard to see. When you take the attack action you can attack 3 times instead of 2. \columnbreak #### KO At 17th level, when you hit with an unarmed strike you can try to knock out the opponent instead of dealing damage. Roll a number of d12 equal to your brawler level; if the total is equal to or greater than the creature’s remaining hit points, it is unconscious for 10 minutes. You can do this once per short rest. ### Spell Fist Unlike the other fight clubs they rely not only on their physical expertise but also their use of magic. This magic is harnessed unlike most other though, magical tattoos cover their bodies, these tattoos take a toll on the body, most would die from magical exposure with even two of these tattoos. #### Arcane Skin Some tattoos require you to spend ink points when you use them. You acquire two magical tattoos of your choice, which are detailed in the magical tattoos sections below. You acquire two additional magical tattoos of your choice at 6th, 10th, and 14th level. Whenever you acquire a new magical tattoo, you can also replace one magical tattoo that you already have with a different one. ***Casting Spells.*** Some magical tattoos allow you to cast spells. See chapter 10 of the Player’s Handbook for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don’t need to provide material components for it. When you cast a spell with a tattoo, it is cast at the spell’s lowest level unless otherwise specified. Once you reach 5th level in this class, you can spend additional ink points to increase the level of a magical tattoo spell that you cast, provided that the spell has an enhanced effect at a higher level, as burning hands does. The spell’s level increases by 1 for each additional ink point you spend. For example, if you are a 5th-level brawler and use Dark Arms to cast *arms of hadar*, you can spend 2 ink points to cast it as a 2nd-level spell (the tattoo's base cost of 1 ink point plus 1). The maximum number of ink points (its base ink point cost plus any additional points) that you can spend on the spell is 3, unless a discipline specifies otherwise. This maximum increases to 4 at 9th level, 5 at 13th level, and 6 at 17th level. Any saving throws needed to be made by a creature who is targeted by one of your magical tattoos has the save DC calculated as so;
**Spell Save DC** =
8 + your proficiency bonus +
your Constituion modifier
#### Ink Starting at 3rd level you gain a number of points called ink points that are required to use some of your magical tattoo features. Some tattoos allow you to cast spells, to do this you do not need to have or expend any spell slots. The number of ink points you have equals your brawler level. You regain and spent ink points on a short rest. \pagebreak #### 3rd level Magical Tattoos ***The Flame.*** When you hit with an unarmed strike or simple weapon you can use your reaction and spend 1 ink point to cast burning smite. ***The Black Hand.*** You can spend 1 ink point and cast *arms of hadar*. ***The Shooting Star.*** You can spend 1 ink point and cast *burning hands*. ***The Stone Fist.*** You can use constitution instead of strength when determining your attack and damage rolls with unarmed strikes. ***The Invisible Hand.*** You learn the spell *mage hand* and can cast it at will. Additionally, you can use the hand to grapple creatures in addition to it's other effects, when a creature is grappled in this way it counts as being grappled by you and uses you modifiers and proficiencies to achieve and maintain the grapple. ***The Shadowy Dance.*** When you are in dim light or darkness and are targeted with an attack you can spend 1 ink point as a reaction to give that attack disadvantage ***The Yeti.*** You can spend 1 ink point and cast *armor of agathys*. ***The Chosen One.*** You can spend 1 ink point and cast *divine favor*. ***The Hero.*** You can spend 1 ink point and cast *heroism* on yourself. ***The Frog.*** You can spend 1 ink point and cast *jump* on yourself. ***The Cheetah.*** You can spend 1 ink point when you take the Dash action to double your movement speed until end of turn. ***The Horse.*** You can spend 1 ink point and cast *long strider* on yourself. ***The Eyes.*** You can spend 1 ink point and cast *see invisibility*. ***The Hammer.*** You can spend 1 ink points and cast *shatter* on anything or anyone you are holding or grappling. The spell only effects what you are holding or grappling and does not effect an area. ***The Sword.*** When you hit with an unarmed strike you can choose to have the damage be slashing or piercing instead of bludgeoning #### 7th level Magical Tattoos ***The Bat.*** You gain a blind sight out to 30 ft. and have advantage on perception checks that rely on sound. If you are ever deafened you loose this feature until you can hear again. ***The Reach of Gia.*** By spending 2 ink points you cast *Maximillian's earthen grasp*. ***The Supernatural Ability.*** You can send 2 ink points and cast *enhance ability* on yourself. ***The Oak Soul.*** You can spend 2 ink points and cast *bark skin* on yourself. ***The Doppelganger.*** You can spend 2 ink points and cast *alter self*. ***The Mirror.*** You can spend 2 ink points and cast *blur*. ***The Vagabond.*** You can spend 2 ink points and cast *blindness/deafness*. The target has disadvantage if it is grappled by you. ***The Giant and the Halfling.*** You can spend 2 ink points and cast *enlarge/reduce* on yourself. ***The Devil.*** When you successfully reduce the damage to 0 from your redirect attack ability you can spend 1 ink point and cast *hellish rebuke* instead of making an attack against the target. They have disadvantage on the save if you are grappling them. ***The Helpful Fey.*** You can spend 2 ink points and cast *misty step*. ***The Hunter.*** You can spend 2 ink points and cast *pass without a trace* on yourself. ***The Gemini Twins.*** You can spend 2 ink points and cast *mirror image* on yourself ***The Snake.*** When grappling someone you can make an unarmed strike against them as an action. On a hit they must make a Constitution saving throw, taking 2d6 poison damage and become poisoned for 1 minute on a failure. At the beginning of each of its turns it can repeat the saving throw as long as it is poisoned, taking 1d6 poison damage on a failure, after two successes in a row the effect of the poison condition ends. #### 11th Level Magical Tattoos ***The Ice Trap.*** When you have a creature grappled you can spend 2 ink points and *cast hold* person on them as a bonus action. They do not get to make saves to stop the spell as long as you remain grappling them, but the spell immediately ends as soon as the grapple ends. ***The Hungry Shadows.*** As an action you can spend 3 ink points and cast *vampiric touch*. ***The Cursed Soul.*** You can spend 3 ink points and cast *bestow curse*. The target has disadvantage on the saving throw if they are grappled by you. ***The Fading Man.*** You can spend 3 ink points and cast *gaseous form* on yourself ***The Lightning Bolt.*** You can spend 3 ink points and cast *haste* on yourself. ***The Storm Shield.*** You can spend 3 ink points and cast *protection from energy* on yourself. ***The Spider.*** You can walk up wall and on ceilings as if it was normal terrain ***The Pillow.*** When you hit an enemy with an unarmed strike you can choose to spend 1 ink point and make the enemy make a constitution saving throw against your DC instead of doing damage. On a failure the creature falls asleep for 1 minute or until a creature uses an action to wake it up, or until it takes damage. ***The Cactus.*** As a bonus action you can spend 3 ink points and enter a state that lasts for 1 minute where your body grows barbs all over your skin. Whenever you get hit with a melee attack, grapple a creature or every turn a creature spends grappled with you they take magical piercing damage equal to your natural weapon die. \pagebreak #### 17th Level Magical Tattoos ***The Hand of God.*** You can spend 5 ink points and cast *Biggby's hand*. ***The Withered Flower.*** You can spend 4 ink points and cast *blight*. The target has disadvantage if it is grappled by you. ***The Immortal.*** You can spend 4 ink points and cast *death ward* on yourself ***The Invisible Man.*** You can permanently have the effects of the spell *nondetection* on yourself, you can deactivate or reactivate it at any time, no action required. ***The Shapeshifter.*** You can spend 4 ink points and cast *polymorph* on yourself ***The Gelatinous Cube.*** When you are grappling a creature of your size or smaller you can use your action and spend 4 ink points to engulf them. They are restrained, in total cover, and take your fisticuffs die of acid damage at the beginning of their turn. You become gelatinous making you resistant to all damage, you cant take reactions or bonus action and can only use your action to dodge, dash, disengage, or to deal a fisticuffs die of damage to the creature you are engulfing. They can take an action to take a strength save to escape or another creature can attempt to free them with a strength save but they take your fisticuffs die of acid damage when they attempt. ### Wild One You are what some would call the missing link, others a savage or even a beast, because for whatever reason you are more accustomed to the dangers of the jungle or the harsh conditions of the swamps than civilization. Being a member of the natural world is how you live life. #### Survivalist At 3rd level you have become a mast at adapting to any environment you find yourself in. You are proficient in the Survival skill and after spending 8 hours in a natural environment you become adapted to it. While adapted to an environment you gain the following benefits while in it: * You are not effected by any difficult terrain in it * You can move at full speed while being stealthy * You have a climb and swim speed equal to your walking speed * You cannot become lost except by magical means * Any Survival check made uses double your proficiency bonus * Any beasts that live there regard you as friendly until you or your allies become hostile towards it * You do not suffer from negative effects for the environment such as extreme heat or cold Once you have been away from an environment you adapted to for more than 24 hours you lose your adaptation to it. #### Animal Talk At 7th level your time in nature allows you to better communicate with animals. You learn the *speak with animals* spell that you can cast as a ritual once per long rest. Additionally, while talking to a beast that is naturally from the environment you are adapted, they are automatically charmed by you until you or an ally attack it or you charm another creature with this feature. The beast resists the charming effect if it was already hostile towards you when you started talking to it. While charmed by you in this way it will also help fight with you if you ask it to. #### Wild Swing At 11th level you have learned how to use your wild fighting style to catch your enemies off guard. Once per turn if you have already hit a creature with an attack you deal max damage on the next attack you deal to them. #### Child of the Wild At 17th level you have learned how to pull more from the environment making you a master of the outdoors. When you become adept to an environment you gain these additional benefits: * You gain darkvision up to 60 feet or an additional 60 feet if you already have darkvision * You get an extra 1d6 to attack and damage rolls * Your hit points and hit point maximum increases by an amount equal to your Brawler level * Your Animal Talk ability works on monstrosities as well as beasts ### Wrestler True sportsman. Wrestlers, have iron grips and know how to hold an enemy down no matter the size. And while the they may not always be entertainers anyone who has seen them fight can vouch that it is a sight to see. #### Master Grip Starting at 3rd level when you take this fight club, you can attempt to grapple two creatures at the same time instead of one when you make a grapple attempt. You still must have a free hand for each creature, and you contest against each creature separately. (You can still make unarmed strikes with both hands full.) At 11th level you count as one size larger for the purposes of grappling. #### Skull Cracker At 7th, when you have a creature grappled you can use them as a weapon. The grappled creature counts as an improvised weapon for you and when you hit with this weapon you deal damage to the target and the creature used as a weapon. #### Body Wall At 11th level, when you are grappling a creature you gain half cover from it, if you are grappling two creatures you gain three-quarters cover. Additionally, when an attack misses you, you can use your reaction to have the creature reroll the attack against one of the creatures you are grappling. \pagebreak #### Compression Lock At 17th level, your mastery of grappling reaches its peak. While you have a creature grappled, you can use an action to put them in a compression lock. Once in the lock you and the other creature are both restrained and prone until the grapple ends or you end the compression lock (no action required). While in the compression lock you automatically hit with any unarmed strikes. Additionally, as an action you can make a Strength check against the creature in your compression lock, if you win you break their limb at the joint dealing one-quarter of their max hit points in damage, rendering that limb useless and ending the compression lock but not the grapple. If it is a leg their speed is now halved, if it is an arm they can not longer use it. The break can be healed by a *lesser restoration* or similar effect, or after 1 month. If they do not have any limbs then their is no additional effects after the damage. ### Brawler & Multiclassing Brawlers follow all the normal rules for multiclassing. The following tables function as additions to those listed on page 163 and 164 of the *Player’s Handbook.* ##### Multiclassing Prerequisites | Class | Ability Score Minimum | |:---|:-----------| | Brawler | Strength 13 and Constitution 13 | ##### Multiclassing Proficiencies | Class | Proficiencies Gained | |:---|:-----------| | Brawler | Light armor, improvised weapons | > ##### Credits > This class is inspired of Benjamin Huffman's Pugilist class. You can find it at the [here](https://www.dmsguild.com/product/184921/the-Pugilist-Class "here") at the Dungeon Masters Guild. > >