Lakeisha Ilyat
Lakeisha Ilyat
STEALTH DISADVANTAGE
ARMOR Darkvision. You can see in dim light within 60 feet of you as if it were bright light,
Crusher. Once per turn, when you hit a creature with an attack that deals
PROFICIENCY BONUS +5 bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the
20
SHIELD target is no more than one size larger than you.When you score a critical hit that
AC deals bludgeoning damage to a creature, attack rolls against that creature are made
with advantage until the end of your next turn.
N
CIE C Fisticuffs. Your Fisticuff die is a d10. Unarmed strikes and pugilist weapons can use
+10 Strength
Y
PROFI
✘ the Fisticuff die in place of the normal damage and when you use the Attack action
+5 with an unarmed strike or a pugilist weapon on your turn, you can make one
unarmed strike or grapple as a bonus action.
✘ +5 Dexterity
Moxie. You have 8 moxie points and regain all used points on a short rest.
✘ +8 Constitution ARMOR CLASS
Brace Up (Bonus Action). Spend 1 moxie point to gain 1d10 + 18 temporary hit
DEXTERITY
-1 Intelligence points for you and your hound.
MAXIMUM HIT DICE TEMPORARY
11
The Old One-Two (Bonus Action). Immediately after you take the Attack action on
+0 Wisdom
123 15d8 your turn, you can spend 1 moxie point to make two unarmed strikes. Your hound
can make one or both of these attacks.
+0 Charisma
Stick and Move (Bonus Action). Expend 1 moxie point to make a shove attack or
CONDITIONAL
take the Dash action. Your hound can also take the dash action when you use this
+0 feature.
Street Smart. Carousing, shadowboxing, and sparring all count as light activity for
the purposes of resting for you. Additionally, once you have caroused in a
CURRENT HIT POINTS 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 non-magical means while
CONSTITUTION DEATH SAVING THROWS
within the city.
SAVING THROWS
17
Bloodied But Unbowed (1/Short Rest). when you take damage that reduces you to
SPEED FLY CLIMB SWIM half your maximum hit points or less, you can use your reaction to gain temporary
N
CIE C hit points equal to 18 and you regain all expended moxie points.
+5 Acrobatics (Dex) 30ft. 0ft. 0ft. 0ft.
Y
PROFI
✘
RT
EXPE
Dig Deep (Bonus Action). You gain resistance to bludgeoning, piercing, and slashing
✘ +5 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION damage for one minute. At the end of that minute you gain a level of exhaustion.
+3 -1 Arcana (Int) Darkvision Haymaker. Before you make an attack roll with an unarmed strike or pugilist melee
weapon attack that does not already have disadvantage, you can declare you are
swinging wild haymakers. You make all attack rolls until the end of this turn with
✘ +10 Athletics (Str) Resistances. Psychic disadvantage and when you deal damage you do not roll, but use the maximum die
result instead.
INTELLIGENCE +0 Deception (Cha) Moxie-Fueled Fist. Your unarmed strikes count as magical for the purpose of
overcoming resistance and immunity to non-magical attacks and damage.
8 -1 History (Int)
+0 Insight (Wis)
Shake It Off (Action). You can end one effect on yourself that is causing you to be
charmed or frightened.
Down But Not Out (1/Long Rest). When you use your Bloodied But Unbowed
✘ +5 Intimidation (Cha) SPEED, SENSES, & CONDITIONS feature you can choose to also use this feature. If you do, you add your proficiency
-1 -1 Investigation (Int)
bonus to your damage with unarmed attacks and pugilist weapons for the next
minute.
+0 Medicine (Wis) Relentless Endurance (1/Long Rest). When you School of Hard Knocks. You have resistance to psychic damage and gain advantage
on saving throws against effects that would make you stunned or unconscious.
WISDOM
are reduced to 0 hps but not killed outright, you
-1 Nature (Int) can drop to 1 hp instead. Rabble Rouser. Once you have taken a long rest by carousing in a settlement, you
gain advantage on all Charisma (Persuasion) and Charisma (Intimidation) rolls made
10 +5 Perception (Wis)
✘ against the people who live there.
Savage Attacks. When you score a critical hit with Unbreakable. You gain advantage on Strength, Dexterity, and Constitution saving
+0 Performance (Cha) a melee weapon attack, you can roll one of the throws. Additionally, whenever you make a saving throw and fail, you can spend 1
moxie point to reroll it and take the second result.
+0 Persuasion (Cha) weapon’s damage dice one additional time and
+0 -1 Religion (Int)
add it to the extra damage of the critical hit. Herculean. 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.
✘ +5 Sleight of Hand (Dex) Brawler’s Best Friend. You gain a hound that accompanies you on your adventures
and fights alongside you. Your hound can be any breed of dog or similar canine
CHARISMA +0 Stealth (Dex) creature, but uses the statistics of a wolf. You add your proficiency bonus to your
hound’s AC, saving throws, attack rolls, and damage rolls. For each level you gain
11
your hound gains an additional d8 hit die and increases its hit points accordingly.
+0 Survival (Wis) You can use a bonus action on each of your turns to verbally command your hound
to take the Attack, Dash, Disengage, Dodge, or Help action that turn. If your hound
SKILLS dies, you can obtain a new one by spending 8 hours bonding with a canine animal
that isn’t hostile to you.
+0 15 PASSIVE PERCEPTION Mutt With Moxie. You share everything with your faithful hound: food, shelter,
even moxie. When you use certain moxie abilities, your hound gains a benefit as
well.Brace Up. When you gain temporary hit points as a result of using your Brace
Up moxie ability, your hound gains the same number of temporary hit points.The
Old One-Two. When you use your The Old OneTwo moxie ability, your hound can
make one or both attacks instead of you. Stick and Move. When you use your Stick
ADVANTAGE and Move moxie ability, your hound can take the Dash action.
Coordinated Attack. You and your canine companion form a more potent fighting
team. When you use the Attack action on your turn, if your hound can see you, it
can use its reaction to make a melee attack.
NAME RANGE ATTACK DAMAGE / TYPE
Hound’s Best Friend (Reaction). When a creature deals damage to your hound with
Dart 20/60 +5 vs AC 1d4+0 piercing an attack, you can make an opportunity attack against that creature if you are
within range.
Finesse, Thrown
FEATURES & TRAITS
Mace of Disruption 5 ft +10 vs AC 1d6+5 bludgeoning
NAME
Vorllox
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You have been forced to fight, possibly for your life, since you were young. You may have been a slave, purchased to
provide cheap thrills for your owner. You may have been introduced into a rough life by your family, or entered yourself
willingly to earn money when times were hard.
I constantly challenge and mock others who are
physically powerful.
I am unshakable and never back down.
PERSONALITY TRAITS
IDEAL
BOND
Blood Brothers
You know how to find fighting houses in every big
city, and can tell if one is present in a smaller
settlement within a day of being there. You can earn
a poor living for yourself fighting for others
entertainment. In addition, you can spot who is a
brutal fighter and who is scared. You can also tell
who is running the show, and who the high rollers
are in the crowd.
BACKGROUND FEATURE
TRINKET
ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb Studded Leather +1. You have a bonus to AC while
[Dart] 1 .25 [Studded Leather +1] 1 13 wearing this armor. The bonus is determined by its
Backpack 1 5 [Mace of Disruption] 1 4 rarity.
Bedroll 1 7 Potion of Healing 1 .5
Mess Kit 1 1 Mace of Disruption. When you hit a fiend or an undead
Tinderbox 1 1 with this magic weapon, that creature takes an extra 2d6
Torch 10 10 radiant damage. If the target has 25 hit points or fewer
Rations (1 day) 10 20 after taking this damage, it must succeed on a DC 15
Waterskin 1 5 Wisdom saving throw or be destroyed. On a successful
Rope, Hempen (50 feet) 1 10 save, the creature becomes frightened of you until the
Dragonchess Set 1 .5 end of your next turn.
Clothes, Traveler’s 1 4 While you hold this weapon, it sheds bright light in a
20-foot radius and dim light for an additional 20 feet.
0 0 0 0 0
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Dart Mace of Disruption
Simple Ranged Weapon Simple Melee Weapon
1/4 lb. Player’s Handbook 5 lb. Player’s Handbook 7 lb. Player’s Handbook
This tin box contains a cup and simple cutlery. The box This small container holds flint, fire steel, and tinder A torch burns for 1 hour, providing bright light in a 20-foot
clamps together, and one side can be used as a cooking pan (usually dry cloth soaked in light oil) used to kindle a fire. radius and dim light for an additional 20 feet. If you make a
and the other as a plate or shallow bowl. Using it to light a torch—or anything else with abundant, melee attack with a burning torch and hit, it deals 1 fire
exposed fuel—takes an action. Lighting any other fire takes damage.
1 minute.
Rations consist of dry foods suitable for extended travel, Rope, whether made of hemp or silk, has 2 hit points and
including jerky, dried fruit, hardtack, and nuts. can be burst with a DC 17 Strength check.
2 lb. Player’s Handbook 5 lb. (full) Player’s Handbook 10 lb. Player’s Handbook
Dragonchess Set Clothes, Traveler’s Potion of Healing
Tools Adventuring Gear Potions
If you are proficient with the Dragonchess Set, you can add You regain 2d4 + 2 hit points when you drink this potion.
your proficiency bonus to ability checks you make to play a Whatever its potency, the potion’s red liquid glimmers
game. when agitated.
½ lb. Player’s Handbook 4 lb. Player’s Handbook ½ lb. Dungeon Master’s Guide
You have a bonus to AC while wearing this armor. The When you hit a fiend or an undead with this magic weapon,
bonus is determined by its rarity. that creature takes an extra 2d6 radiant damage. If the
target has 25 hit points or fewer after taking this damage, it
must succeed on a DC 15 Wisdom saving throw or be
destroyed. On a successful save, the creature becomes
frightened of you until the end of your next turn.
While you hold this weapon, it sheds bright light in a 20-
foot radius and dim light for an additional 20 feet.
Many creatures in the worlds of D&D, especially those that When you are reduced to 0 hit points but not killed When you score a critical hit with a melee weapon attack,
dwell underground, have darkvision. Within a specified outright, you can drop to 1 hit point instead. You can’t use you can roll one of the weapon’s damage dice one
range, a creature with darkvision can see in darkness as if this feature again until you finish a long rest. additional time and add it to the extra damage of the
the darkness were dim light, so areas of darkness are only critical hit.
lightly obscured as far as that creature is concerned.
However, the creature can’t discern color in darkness, only
shades of gray.
You are practiced in the art of crushing your enemies, At 1st level, your years of fighting in back alleys and taverns Starting at 2nd level, your experience laying the beatdown
granting you the following benefits: have given you mastery over combat styles that use on others has given you a moxie you can channel in the
• Increase your Strength or Dexterity by 1, to a unarmed strikes and pugilist weapons, which are simple midst of battle. This swagger is represented by a number of
maximum of 20. melee weapons without the two-handed property, whips, moxie points. Your pugilist level determines the maximum
• Once per turn, when you hit a creature with an attack and improvised weapons. You may not use the finesse number of points you have, as shown in the Moxie Points
that deals bludgeoning damage, you can move it 5 feet to property of a weapon while using it as a pugilist weapon. column of the Pugilist table.
an unoccupied space, provided the target is no more than You gain the following benefits while you are unarmed or You can spend these points to fuel various moxie
one size larger than you. using only pugilist weapons and you are wearing light or no features. You start knowing three such features: Brace Up,
• When you score a critical hit that deals bludgeoning armor and not using a shield: The Old One-Two, and Stick and Move. You learn more
damage to a creature, attack rolls against that creature are You can roll a d6 in place of the normal damage of your moxie features as you gain levels in this class. You regain all
made with advantage until the end of your next turn. unarmed strike or pugilist weapon. this die increase to d8 expended moxie points when you complete ashort or long
at 5th level, d10 at 11th level and d12 at 17th level. rest.
When you use the Attack action with an unarmed strike BRACE UP
or a pugilist weapon on your turn, you can make one You can use a bonus action and spend 1 moxie point to
unarmed strike or grapple as a bonus action. brace for attacks. Roll your fisticuffs die + your pugilist level
+ your Constitution modifier and gain that many temporary
hit points
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.
STICK AND MOVE
You can use a bonus action and expend 1 moxie point to
make a shove attack or take the Dash action.
Feat (12) Unearthed Arcana: Feats (2020) Pugilist The Pugilist Class Pugilist The Pugilist Class
You can use a bonus action and spend 1 moxie point to Immediately after you take the Attack action on your turn, You can use a bonus action and expend 1 moxie point to
brace for attacks. Roll your fisticuffs die + your pugilist level you can spend 1 moxie point to make two unarmed strikes make a shove attack or take the Dash action.
+ your Constitution modifier and gain that many temporary as a bonus action.
hit points
Moxie The Pugilist Class Moxie The Pugilist Class Moxie The Pugilist Class
Street Smart Bloodied But Unbowed Dig Deep
Class Feature Class Feature Class Feature
Beginning at 2nd level, carousing, shadowboxing, and Starting at 3rd level, when you take damage that reduces Starting at 4th level, you discover a strength inside you that
sparring all count as light activity for the purposes of you to half your maximum hit points or less, you can use can’t be broken. As a bonus action, you gain resistance to
resting for you. Additionally, once you have caroused in a your reaction to gain temporary hit points equal to your bludgeoning, piercing, and slashing damage for one minute.
settlement for 8 hours or more, you know all public pugilist level + your Constitution modifier and you regain all At the end of that minute you gain a level of exhaustion.
locations in the city as if you were born and raised there expended moxie points. You cannot use this feature again
and you cannot be lost by non-magical means while within until you finish a short or long rest.
the city.
Pugilist The Pugilist Class Pugilist The Pugilist Class Pugilist The Pugilist Class
Starting at 5th level, before you make an attack roll with an Starting at 6th level, your unarmed strikes count as magical Starting at 7th level, you can use your action to end one
unarmed strike or pugilist melee weapon attack that does for the purpose of overcoming resistance and immunity to effect on yourself that is causing you to be charmed or
not already have disadvantage, you can declare you are non-magical attacks and damage. frightened.
swinging wild haymakers. You make all attack rolls until the
end of this turn with disadvantage and when you deal
damage you do not roll, but use the maximum die result
instead.
Pugilist The Pugilist Class Pugilist The Pugilist Class Pugilist The Pugilist Class
At 9th level, when you use your Bloodied But Unbowed By 10th level, you’ve graduated top of the class at the Starting at 13th level, word of your exploits travels quickly
feature you can choose to also use this feature. If you do, school of hard knocks and you took most of them on the in cities and other settlements. Once you have taken a long
you add your proficiency bonus to your damage with head. You have resistance to psychic damage and gain rest by carousing in a settlement, you gain advantage on all
unarmed attacks and pugilist weapons for the next minute. advantage on saving throws against effects that would Charisma (Persuasion) and Charisma (Intimidation) rolls
You cannot use this feature again after you complete a long make you stunned or unconscious. made against the people who live there.
rest.
Pugilist The Pugilist Class Pugilist The Pugilist Class Pugilist The Pugilist Class
Unbreakable Herculean Brawler’s Best Friend
Class Feature Class Feature Archetype Feature
Starting at 14th level, you gain advantage on Strength, At 15th level, your carrying capacity is doubled, and when Also at 3rd level, you gain a hound that accompanies you
Dexterity, and Constitution saving throws. Additionally, you deal damage with a melee weapon or unarmed strike on your adventures and fights alongside you. Your hound
whenever you make a saving throw and fail, you can spend to an inanimate object that damage is doubled. Your can be any breed of dog or similar canine creature, but uses
1 moxie point to reroll it and take the second result. standing jump distance is the same as your running start the statistics of a wolf (found in appendix A of the Monster
jump distance. Manual). You add your proficiency bonus to your hound’s
AC, saving throws, attack rolls, and damage rolls.
For each level you gain after 3rd, your hound gains an
additional d8 hit die and increases its hit points accordingly.
You can use a bonus action on each of your turns to
verbally command your hound to take the Attack, Dash,
Disengage, Dodge, or Help action that turn. It does not
have its own turn unless you are incapacitated or absent.
If you are incapacitated or absent, the hound acts on its
own (continuing to act on your turn, if you are
incapacitated), focusing on protecting you and itself. The
hound never requires your command to use its reaction,
such as when making an opportunity attack.
If your hound dies, you can obtain a new one by
spending 8 hours bonding with a canine animal that isn’t
hostile to you.
Pugilist The Pugilist Class Pugilist The Pugilist Class Dog And Hound The Pugilist Class
At 3rd level, you share everything with your faithful hound: At 6th level, your hound’s attacks count as magical for the Also at 6th level, you and your canine companion form a
food, shelter, even moxie. When you use certain moxie purpose of overcoming resistance and immunity to non- more potent fighting team. When you use the Attack action
abilities, your hound gains a benefit as well. magical attacks and damage. on your turn, if your hound can see you, it can use its
Brace Up. When you gain temporary hit points as a result reaction to make a melee attack.
of using your Brace Up moxie ability, your hound gains the
same number of temporary hit points.
The Old One-Two. When you use your The Old OneTwo
moxie ability, your hound can make one or both attacks
instead of you.
Stick and Move. When you use your Stick and Move
moxie ability, your hound can take the Dash action.
Dog And Hound The Pugilist Class Dog And Hound The Pugilist Class Dog And Hound The Pugilist Class