publish: true
aliases:
- Pugilist
created: 2026-03-09T12:15:33.963-04:00
modified: 2026-03-09T12:15:33.963-04:00
published: 2026-03-09T12:15:33.963-04:00
tags: - ttrpg-cli/compendium/src/5e/valdaspire24extras
- ttrpg-cli/subclass/captain/pugilist
cssclasses: - json5e-class
obsidianUIMode: preview
Pugilist
Captain: Subclass Feature
Source: Valda’s Spire of Secrets Extras (2024)
Class and Feature Progression
Level PB Features 1st +2 2nd +2 3rd +2 Pugilist 4th +2 5th +3 6th +3 Intimidating Blow 7th +3 8th +3 9th +4 10th +4 Desperate Endurance 11th +4 12th +4 13th +5 14th +5 Knockout [Maneuver] 15th +5 16th +5 17th +6 18th +6 19th +6 20th +6
Cross-Compatible Subclass: This subclass originates from the Vagabond class
Note that cross-compatible subclasses might be stronger or weaker than other subclasses.
The GM decides if a subclass should be cross-compatible in your campaign.
Crush Foes with Your Fists
Knuckles crack and a meaty fist rears back to crush bone. Pugilists are hand-to-hand brawlers with a tolerance for pain and a willingness to inflict it at a moment’s notice. Unlike martial artists that emphasize speed and precision, Pugilists leverage brute force in their blows. Why strike several times when once will do?
Subclass Features
Hand-to-Hand (Level 3)
Your body is a deadly weapon, granting you the following benefits.
Unarmed Strike. You can roll 1d6 in place of the normal damage of your Unarmed Strike. This die becomes 1d8 at Vagabond level 5, 1d10 at Vagabond level 11, and 1d12 at Vagabond level 17. At Vagabond level 6, your Unarmed Strike can deal your choice of Force damage or its normal damage type.
Brute Force. The first creature you hit on each of your turns with an Unarmed Strike takes extra damage equal to a roll of your Unarmed Strike damage die.
Unarmored Defense. While you aren’t wearing any armor, your base Armor Class equals 10 plus your Dexterity and Constitution modifiers. You can use a Shield and still gain this benefit.
Shrug Off [Maneuver] (Level 3)
When you take damage, you can take a Reaction and expend one Battle Die to reduce the damage taken by the number rolled on the Battle Die.
Intimidating Blow (Level 6)
You learn the Horrific Strike maneuver. If you already know it, you learn a different maneuver of your choice.
When you use Horrific Strike, you can perform a frightening display in a 10-foot Emanation originating from you. Each creature you choose in the Emanation must succeed on a Wisdom saving throw against your Maneuver save DC or have the Frightened condition until the start of your next turn.
Desperate Endurance (Level 10)
When you fail a saving throw while you are Bloodied, you can choose to succeed instead.
Once you use this feature, you can’t use it again until you finish a Long Rest.
Knockout [Maneuver] (Level 14)
When you hit a creature with an Unarmed Strike, you can expend three Battle Dice as a Bonus Action to attempt to knock the target out. Add the Battle Dice to the attack’s damage roll. If the target has fewer Hit Points than three times your Vagabond level after taking damage, it has the Unconscious condition until it regains any Hit Points or finishes a Long Rest.