Base Class: Fighter
The kickboxer hones their body to be the ultimate weapon relying on their strength and physical resilience. Not only do they deliver powerful blows but their practice with grapples and submissions gives them the upper hand over any opponent.
Unarmored Defense
Beginning at 3rd level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Constitution modifier + your choice or either Strength or Dexterity modifier.
Mixed Martial Arts
At 3rd level, your practice of mixed martial arts gives you mastery of combat styles that use unarmed strikes and brass knuckles.
You gain the following benefits while you are either unarmed or only wielding brass knuckles:
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes or brass knuckles.
- Your unarmed strikes increase by one damage die, 1 to d4, d4 to d6, d6 to d8, d8 to d10, or d10 to d12.
- When you use the Attack, Grapple, or Shove action, you can make one Attack as a bonus action.
You gain proficiency in Athletics. If you already have proficiency in Athletics, you instead gain expertise which means your proficiency bonus is doubled for any check you make with it.
Unarmored Movement
At 7th level, your movement speed increases by 10 feet when you are not wearing armor or wielding a shield. This increases to a 20 feet bonus at level 10.
Martial Prowess
Starting at 7th level, your unarmed strikes and brass knuckles gain the following benefits:
- a +1 bonus to your attack modifier and your damage rolls. At level 10, this bonus increases to +2, at level 15 this increases to +3, and at level 18 this increases to +4.
- are considered magic for overcoming resistance and you may choose for them to have the heavy property.
- once per turn, when you land an attack with which you have advantage, you may deal 2 additional damage dice to that target.
Submission
At 10th level, you can use your action to force an enemy who is grappled or restrained by you into submission. To do so, you force the enemy to make their choice of either a Strength saving throw with DC equal to 8 + your Strength (Athletics) modifier. If they fail, they are incapacitated until the end of their next turn, are knocked prone, and take damage as though you had scored a critical hit on them. If they succeed, you may immediately make an Attack against them.
Dominating Critical
Starting at 10th level, your attacks score a critical hit on a roll of 19 or 20. When you score a critical hit against a creature, the creature is stunned until the end of their next turn and you may choose to either knock them prone or push them 10 feet away from you.
Flying Strike
At 15th level, if you make a long jump towards an enemy, you may choose to have your next attack be a Flying Strike.
A Flying Strike suffers a -5 penalty to the attack roll and gains a +15 bonus to the damage roll. If this strike would have hit the enemy if the enemy's AC was 5 greater than it currently is, then the enemy is shoved 5 feet and knocked prone.
Knockout
At 18th level, your strikes have become legendary. Your attack now score a critical on a roll of 18-20. When you score a critical hit you add an additional damage die to your damage roll, and if the enemy is reduced to below 20 hit points, they fall unconscious for 5 minutes, until someone uses their action to wake them, or they take damage again.
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Posted Sep 2, 2022Hey, any feedback to make this more simple, more fun, and/or more balanced would greatly appreciated. It's a little sad that monks fall off so hard and also are very difficult to make strength based so there is no great option for just a simply great MMA fighter. I made this subclass to provide an option for those who like this character idea of just a baller bruiser who can kick the crap outta dudes with good balancing.