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  1. Notes

Mailed Fist

Fight Club

Most pugilists are armored as heavily as they are armed—which is to say, they're not. But those of certain backgrounds, or from cultures with a heavy emphasis on metalworking such as dwarves, find they brawl better encased in armor. Pugilists in this fight club blend their metallurgical skills with their innate talent for fisticuffs, a combination that grants them scorching strikes and an ironclad resilience.

Bonus Proficiencies

When you choose this fight club at 3rd level, you gain proficiency with smith's tools and medium and heavy armor. Additionally, wearing medium and heavy armor does not prevent you from gaining the benefits of your Fisticuffs feature.

Fist of Embers

Also at 3rd level, you can use a bonus action and spend 2 moxie points to ignite your fists for 1 minute. While your fists are ignited, you take 1d6 fire damage at the start of each of your turns and your unarmed strikes deal an additional 1d6 fire damage. You can choose to end this feature early with no action required by you.

Adamant Will

At 6th level, when a critical hit is made against you while you are wearing medium or heavy armor, you can use your reaction to gain resistance to the damage of the attack.

Forged in Fire

Starting at 11th level, you have resistance to fire damage.

In addition, when you take fire damage you can use your reaction to gain temporary hit points equal to the damage taken. You lose all temporary hit points gained from this feature at the end of your next turn.

Adamant Body

At 17th level, when you are reduced to 0 hit points but not killed outright, you can use your reaction to drop to 1 hit point instead. When you do, you gain temporary hit points equal to twice your pugilist level + your Constitution score and you regain all expended moxie points. You cannot use this feature again until you finish a long rest.