| +6 | Expertise Bonus | |
| +3 | Proficiency Bonus |
| +7 | Strength | |
| +5 | Dexterity | |
| +8 | Constitution | |
| -1 | Intelligence | |
| +0 | Wisdom | |
| +3 | Charisma |
| +2 | Acrobatics | DEX | |
| +0 | Animal Handling | WIS | |
| -1 | Arcana | INT | |
| +10 | Athletics | STR | |
| +3 | Deception | CHA | |
| -1 | History | INT | |
| +0 | Insight | WIS | |
| +6 | Intimidation | CHA | |
| -1 | Investigation | INT | |
| +5 | Tattoo | DEX |
| +0 | Medicine | WIS | |
| -1 | Nature | INT | |
| +0 | Perception | WIS | |
| +3 | Performance | CHA | |
| +6 | Persuasion | CHA | |
| +6 | Religion | INT | |
| +5 | Sleight of Hand | DEX | |
| +5 | Stealth | DEX | |
| +0 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Grevs gift | +8 | STR | 1d8+4 | blunt | |
| bouns command dc12 | |||||
iron Chin
Beginning at 1st level, while you are wearing light or no
armor and not wielding a shield, your AC equals 12 + your
Constitution modifier.
street smart
Beginning at 2nd level, carousing, shadowboxing, and
sparring all count as light activity for the purposes of resting
for you. Additionally, once you have caroused in a settlement
for 8 hours or more, you know all public locations in the city
as if you were born and raised there and you cannot be lost
by nonmagical means while within the city.
Bloodied But unbowed
Starting at 3rd level, when you take damage that reduces
you to half your maximum hit points or less, you can use
your reaction to gain temporary hit points equal to three
times your pugilist level and regain all your expended moxie
points. Once you use this feature, you can’t use it again until
you finish a long rest.
muscle mass
Also at 3rd level, you gain proficiency in Athletics if you
don’t already have it. If you do already have proficiency in
Athletics, your proficiency bonus is doubled for any ability
check that uses that proficiency.
Dig deep
Starting at 4th level, you discover a strength inside you that
can’t be broken. As a bonus action, you gain resistance to
bludgeoning, piercing, and slashing damage for one minute.
At the end of that minute, you gain a level of exhaustion.
Fire Strike. The target takes an extra 1d10 fire damage-You can use this feat a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.-DC+pro+str or con
[/p
Manuvers
Menacing Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Disarming Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
DC equals 8 + your proficiency bonus + your Strength dice 1D6
Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.
Fine clothes
work clothes
Fight night out fit
gravedigger 9000
Back pack
grappleing hook chain 30ft
noble ring
mangrove tree cigar box.
Red smoke cigar
Purple smoke cigar
Blue smoke cigar
Green smoke cigar
yellow smoke cigar
orange smoke cigar
common cigar x 8
Comprhen Cigar X1
Magu specx1
potions
Health potions
normal x5
greaterx2
1x devils necture
potion of climbing x 2
lightning in a bottle x1
alchemist fire x7
achemist ice x1
Acid x8
Potion of growth x0
Potion of stone endurancex0
bloody marithx0
owasisx1
laxative potion fridge x3
dymamite x3
random potion x0
Brace up
You can use a bonus action and spend 1 moxie point to brace
for attacks. You gain a number of temporary hit points equal
to a roll of your fisticuffs die + your pugilist level + your
Constitution modifier. You lose any remaining temporary hit
points gained in this way after 1 minute.
the old one-two
Immediately after you take the Attack action on your turn,
you can spend 1 moxie point to make two unarmed strikes as
a bonus action.
<span class="line-spacer d-block"> </span>
stiCk and move
You can use a bonus action and expend 1 moxie point to
attempt to shove a creature or take the Dash action.
<span class="line-spacer d-block"> </span>
Compression Lock. When a creature attempts to break your
grapple 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.
<span class="line-spacer d-block"> </span>
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 attempt to grapple the creature
instead of making an opportunity attack
To the Mat. You can use a bonus action and spend 1 moxie
point to make a Strength (Athletics) check with a DC equal
to the AC of one creature within 5 feet of you. On a success,
you grapple the creature and knock it prone.
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.
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