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The ‘Pugilist Class’ On D&D Beyond Is All About Punching Your Problems Away

February 4, 2026


Fisticuffs, the Sweet Science, all-out brawls. You’ll find these and more in the new Pugilist Class now available on D&D Beyond.

The Pugilist is a new third-party class for D&D 5.5E. Of course, it’s been around for a while before that – the Pugilist was originally created for the 2014 version of D&D and was much beloved on the DM’s Guild. As a class, it’s a Strength-focused brawling class that is all about being tough rather than hard to hit.

In its creator’s own words, this was a class that came about as its own thing because it wouldn’t make sense as a Monk or Fighter or Barbarian subclass, for the simple reason that you don’t get your subclass until level 3. So it would be strange to have a character who uses a Greatsword or Greataxe or whatever for a few levels and then throws them away to punch. Or in the case of a Monk, to build for Strength and then not have the other features that key off of your Dex or Wisdom be any good. So it became a new class, and you can check it out today on D&D Beyond!

The Pugilist – A New, Punch-Focused Class

In the Pugilist Class expansion on D&D Beyond, you’ll get the new core class, which we’re going to take a look at, but you also get all the stuff that a class needs. It really paints a picture of just how much effort goes into making a new class as compared to just writing up a few subclasses, which is probably why WotC has released perishingly few new classes over the last decade.

For example, with the Pugilist Class on D&D Beyond, you get the core class. But then it also needs a spate of subclasses. In this case, you get six new subclasses, each one focused on a different style of brawling, from duels in the Squared Circle to the kinds of brawls Street Saints get into. There’s even a subclass that is just “you have a dog.”

But then on top of that, you also need special kit – which takes the form of three new weapons and 23 new magic items all made for Pugilists and people who want to punch good. All that to say the $14.99 does get you quite a bit.

“In back alleys, underground fight clubs, and poorer quarters, Pugilists don’t have time to consider the lofty ideals of philosophy or ponder the mysteries of the universe. They spend their days chasing down their next meal or, if they’re fortunate enough to have that, their next drink, bedfellow, or flophouse. For Pugilists, becoming an adventurer might be the only way out of whatever miserable situation they’ve been stuck in since infancy. For others, getting lost out in the world is an escape from the tangled web of debt of enemies they’ve piled up. But some Pugilists are happy just with the promise of ample opportunities to bloody their knuckles.

And since the package is out on D&D Beyond, you get the full support with the virtual platform. Ready-made character builder support, the new items already in the catalogue. All that stuff.

How Does It Play?

But more importantly, how does the new class play? It is, as the description implies, a brawler. This is a gritty, all-out boxer who hits hardest when their back is up against the wall. Practically speaking, this means you get d10 hit dice, proficiency in Strength and Constitution saves, and a suite of skills that Rogue players will be familiar with. And right at level 1 you get two core features: Fisticuffs and Iron Chin.

Fisticuffs is all about enhancing the damage of your Unarmed Strike. If you have played a Monk, it’s very similar to the Martial Arts feature. You can roll 1d8 + Strength Modifier for damage with Unarmed Strikes instead of 1 + Strength Modifier damage, and when you use Improvised weapons you can use the Sap mastery. Plus you can make an Unarmed Strike as a bonus action.

Iron Chin lets you set your AC to 12 + Con Modifier when unarmored. Which is nice. But leaves room for improvement. At level 2, you get Moxie which is your version of Focus Points. It really is just like the Monk in many ways. You use your Moxie Points for your flurry of blows One-Two Punch. You can Stick and Move which lets you make an Unarmed Strike and Dash or Disengage as a Bonus Action. Or you can Brace Up, which lets you spend a Moxie Point to gain some Temporary Hit Points.

You also get Bloodied but Unbowed and Swagger Streak at level 2 – it’s a big one for Pugilists. Bloodied but Unbowed lets you regain Moxie when you take damage (once per rest) while Swagger Streak lets you try and succeed at a skill check.

Pugilists Through To Level 20

The features keep coming in. As you get to higher and higher levels, you unlock more abilities, like Heavy Hitter which lets you Grapple or Shove whenever you punch. Or make a wild Haymaker to automatically deal maximum damage. Eventually you’ll become Unbreakable, which gives you advantage on all physical saving throws and lets you spend a Moxie point to reroll a failed save. Or even at level 20 be in Peak Physical Condition, which increases your Strength and Con beyond the maximum of 20, lets you recover from Exhaustion quickly, and heals you after every short rest.

All that to say, this class is a beast. If you want someone who is very resilient but still capable of doing damage in melee (and who doesn’t do magic – unless you take certain subclasses), then this class might give you some more options!

Check out the Pugilist for 5.5E now on D&D Beyond!




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