1. Notes

King of Beasts

Fight Club

Most pugilists start their path in teeming cities but not all of them stay there. Pugilists in the King of Beasts fight club make their home in the wilderness and discover they are more similar to the streets of major cities than they might have guessed—might makes right in either case. This time living among the beasts of the world changes a pugilist, allowing them to tap into a virile resilience and even learn to take on the many shapes of fauna they've encountered. These pugilists often ally with druids to defend the natural world against those who would abuse it.

Bestial Vigor

When you choose this fight club at 3rd level, your hit point maximum increases by 6. Whenever you gain a level in this class, your hit point maximum increases by 2.

Wild Shape

Also at 3rd level, you can use your action to magically assume the shape of a beast that you have seen before. Once you use this feature, you can't use it again until you finish a short or long rest.

Your pugilist level determines the beasts you can transform into, as shown in the Beast Shapes table. At 3rd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.

Wild Shape Table

LevelMax CRLimitationsExample
3rd1/4No flying or swimming speedWolf
6th1/2No flying speedCrocodile
11th1
Giant eagle

You can stay in a beast shape for a number of hours equal to half your pugilist level (rounded down). You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
  • When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

War Shape

At 6th level, you can use a bonus action and expend a use of your Wild Shape to take on a war shape for 1 minute. When you do, choose one beast you can transform into using your Wild Shape feature.

While you are in your war shape, you combine features of your normal appearance with those of the chosen beast and you gain the following benefits for the duration:

  • You gain any special senses and movement speeds the beast has.
  • If the beast has any natural weapon attacks that deal piercing or slashing damage, you can choose to deal that damage type when you deal damage with an unarmed strike.
  • Your unarmed strikes deal an additional 1d4 damage.
  • If the beast is any size category smaller than you, you can choose to reduce your size by one category (from Medium to Small, for example) until your war shape ends.
  • If the beast is any size category larger than you, you can choose to increase your size by one category (from Medium to Large, for example) until your war shape ends.
  • You have advantage on Charisma (Intimidation) ability checks.

Cornered but Not Caught

At 11th level, when you use your Bloodied but Unbowed feature you can choose to also use this feature. If you do, you regain hit points equal to your Constitution modifier at the start of each of your turns for the next minute. This effect ends early if you are reduced to 0 hit points. You can use this feature again after you complete a long rest.

Beast at Heart

Starting at 17th level, you can use your Wild Shape feature twice, regaining both uses when you finish a short or long rest.

When you use your Wild Shape feature, you can choose to expend both uses. When you do, you can choose a beast with a challenge rating up to 5.

When you use your War Shape feature, you can choose to expend both uses. When you do, you choose up to three beasts and gain the special senses and movement speeds of each beast (using the highest of each movement speed if multiple chosen beasts have the same kind of movement speed). Additionally, the additional damage dealt by your unarmed strikes increases to 1d6.