The archetypal Pugilists are boxers, wrestlers, and pit fighters. Those who follow this archetype bring forth valor, showmanship, and a competitive spirt to both the ring and in the field of battle.
Heavyweight (Level 3)
Beginning when you choose this archetype at 3rd level, whenever you are not wearing armor or using a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.
Additionally, you gain proficiency with unarmed strikes, and they deal improved damage as per the table below. Whenever you make an unarmed strike with nothing in either your main hand or off-hand, your unarmed strike’s damage die increases by one step (from 1d4 to 1d6, 1d6 to 1d8, and so on). This damage increase cannot be used in conjunction with Sneak Attack or extra attacks granted by Martial Arts or Flurry of Blows.
Unarmed Strike Damage
If you multiclass into Path of the Lodestar Barbarian or Speedster Rogue, or into a class that grants the Martial Arts feature, add your levels from all such classes and look on this table to determine your total unarmed strike and Martial Arts damage. If you have a feat that improves unarmed strike damage, such as Grappler or Tavern Brawler, you count as one level higher for the purpose of unarmed strike damage.
Bonus Proficiency (Level 3)
At 3rd level, you gain proficiency in the Athletics skill.
Counter-Grab (Level 7)
Starting at 7th level, while you have nothing in either hand and an adjacent creature misses you with a melee attack, you can use your reaction to initiate a grapple.
Fake Out (Level 10)
Starting at 10th level, appearing to miss an enemy puts it right where you want it. When you miss a creature with an unarmed strike, you can use this feature to initiate a grapple. Once you use this feature, you can’t use it again until you finish a short rest or a long rest.
Unpinnable (Level 15)
At 15th level, you have advantage on checks made to contest or escape a creature’s grab, and on saving throws made to avoid becoming restrained.
Haymaker (Level 18)
At 18th level, your mighty punches leave opponents limp on the ground. When you score a critical hit on a creature with an unarmed strike, you may choose to force the creature to make a Constitution saving throw. The DC equals 8 + your proficiency bonus + your Strength modifier. On a failed save, the creature falls unconscious for 1 minute, and on successful save the creature instead falls prone. Once a creature fails its save against this feature, you cannot use it again until you complete a long rest.