COMBAT ABILITIES
MINOTAUR:
Goring Rush - When you use the Dash action during your turn, you can make a melee attack with your horns as a bonus action.
Hammering Horns - When you use the Attack action during your turn to make a melee attack, you can attempt to shove a creature with your horns as a bonus action. You cannot use this shove attempt to knock a creature prone.
PUGILIST:
Fisticuffs - You gain the following benefits while you are unarmed or using only pugilist weapons and you are wearing light or no armor and not using a shield:
• You can roll a d6 in place of the normal damage of your unarmed strike or pugilist weapon. This die changes as you gain pugilist levels, as shown in the Fisticuffs column on the Pugilist table.
• When you use the Attack action with an unarmed strike or a pugilist weapon on your turn, you can make one unarmed strike or grapple as a bonus action.
Iron Chin - You can add your constitution modifier instead of your dexterity modifier to determine your armor class when you are wearing light or no armor and are not using a shield.
Moxie - You can spend moxie points on the following maneuvers:
Brace Up - You can use a bonus action and spend 1 moxie point to brace for attacks. Roll your fisticuff’s die + your proficiency modifier + your Constitution modifier and gain that many temporary hit points.
The Old One-and-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 the Dash action.
Bloodied but not Unbowed -
When you are reduced to less than half of your maximum hit points you gain your pugilist level + your Constitution modifier in temporary hit points. You cannot use this feature again until you complete a short or long rest.
When you use this feature you also add half your proficiency bonus to your damage with unarmed attacks and pugilist weapons for 1 minute.
Dig Deep - As a bonus action you gain resistance to bludgeoning, piercing, and slashing damage for one minute. At the end of that minute you gain a level of exhaustion.
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 disadvantage and when you deal damage you do not roll for damage but use the maximum die result instead.
Extra Attack
Moxie-Fueled Fists - Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
Fancy Footwork - You gain proficiency in Dexterity saving throws.
Shake It Off - You can use your action to end one effect on yourself that is causing you to be charmed or frightened.
SQUARED CIRCLE
Groundwork - Starting when you choose this fight club at 3rd level, if you are proficient in Athletics your proficiency bonus is doubled when using Athletics to grapple, shove, or resist either of those maneuvers.
Compression Lock - When a creature attempts to break a grapple with you and succeeds, you can use your reaction and spend 1 moxie to force the creature to roll again. The creature must use the second result.
Quick Pin - When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction and spend 1 moxie point to make a grapple attempt instead of an opportunity attack.
To the Mat - You can use a bonus action and spend 1 moxie point to make a grapple attack against a creature adjacent to you. If successful you may make a shove attack against the same creature as part of the same bonus action.
Meat Shield - When you have an enemy creature grappled you gain half cover against all attacks made against you by a creature you are not grappling. When a weapon attack made by a creature you are not grappling misses you, you may use your reaction and spend 1 moxie point to have that creature make the same attack with a new roll against an enemy creature you are grappling.
FEAT
Mobile -
Speed increased by 10'.
Difficult terrain doesn't cost you extra movement on a Dash action.
Do not provoke opportunity attacks for the rest of the turn when you make a melee attack.