Fighter
Base Class: Fighter

Pugilists are martial fighters that battle without a weapon in hand, proving themselves to be Monks to elevated levels, instead using themself as the weapon. They use the damage they collect as a bonus to their outgoing damage as well as their Grit, which they utilize in various ways to sustain themself. 

Moxie + Boxing Style

You have a number of Moxie along with a Moxie Die that can be used in various ways. 
You have a number of Moxie Points equal to 2 + your Proficiency Bonus x your Constitution Modifier and your Moxie Die is 1d4. You can spend a number of Moxie Points, rolling that amount of Moxie Dice, to heal with a Bonus Action, increase outgoing damage with a Bonus Action, or decreasing incoming damage with a Reaction. 

You can also select a Boxing Style that will determine how you obtain Moxie Points and how you can use it. 

Counter-Boxer

You rely on your enemy making mistakes and when they do, you capitalize on it. 

When a creature, friend or foe, fails a non-magic melee or ranged attack within 30 ft of you, you gain 1 Moxie. 

When an enemy within 15 ft of you fails a non-magic melee attack roll targeting you, you can freely make an Unarmed Strike against them. You can spend an amount of Moxie you choose to continue to strike that target that many times and if you hit them at least twice, you can take the Dash or Disengage action until the start of your next turn. 
If you roll a critical success or a critical failure with an Unarmed Strike at any time, you gain 1 Moxie. 

Poke-Boxer

You gain Moxie by dealing damage rather than from receiving damage. When dealing melee damage of any amount, you gain 1 Moxie. For every 10 melee damage you deal, you gain 1 extra Moxie. For every 5 unarmed damage you deal, you gain 1 Moxie. 

You now make melee attacks that use your Strength Modifier with advantage and your Unarmed Strikes deal a bonus 2d4 damage. Your AC is now also 1 point higher. 

Slug-Boxer

You gain Moxie when you receive damage. Any time you receive any amount of damage from a non-magic melee / ranged attack that is not a critical failure or a critical success, you gain 1 Moxie + 1 extra Moxie for every 5 damage it deals to you. 

Your AC is now 2 points lower but you can add 1d6 to Dexterity (Acrobatics) ability checks and you have resistance to bludgeoning damage. 

Parry

When a non-magic melee attack that does not have Advantage and was not a critical success is targeting you, you can spend your Reaction to make a Dexterity (Acrobatics) check with a DC equal to the enemy's attack check result. If you roll higher, you can completely dodge the attack, no matter their result. You can only perform this a number of times equal to your Dexterity Modifier per Short Rest with a minimum of 1 use. 

The amount of uses increases by 1 at level 12 and again at level 18. 

Float Like A Butterfly, Sting Like A Bee

As soon as combat breaks out, you can reposition yourself, no longer worry about being hit while moving via bobbing and weaving, and your melee strikes leave marks. 

You now have Proficiency with Martial Melee weapons, you are immune to Opportunity Attacks, and your unarmed strikes disallow your foe to take the Dash or Disengage action in their next turn. 
When you deal unarmed damage, you gain the damage you deal back as Temporary Hit Points. 

Adrenaline

Similar to a Rage from the Barbarian class but unique in its own ways. When you are fatally injured, dropping below 1 Hit Point, you instead drop to 1 Hit Point and Fury is activated on your next turn. Upon activation, this feature lasts until the start of the turn after the activation turn. All non-magic melee attacks have Advantage and the melee damage you deal is given back to you as Hit Point healing. You have an extra Action, Bonus Action, and Reaction. Any Resistances you have are converted to Immunities. Your AC is lowered by 5 points. On your next turn, you can spend your Proficiency Bonus in Moxie Points to extend Adrenaline to your next turn, taking 1d4 damage per Moxie Point expended, but Adrenaline can not be extended past two turns. This can be used once per Long Rest. 

Sifu Master

When you hit a creature with an Unarmed Strike, the damage is copied to up to your Dexterity Modifier amount of creatures within 5 ft of the original target creature you can choose. All creatures hit that is not the original target creature suffer the Fearful debuff. The original target creature is paralyzed until the end of its next turn if it fails a Constitution Saving Throw with a DC of 12 + your Strength Modifier. 

When you strike a creature with an Unarmed Strike, you can choose 1 target creature to automatically succeed 1 Death Save but you deal half damage to the creature you are striking. 
When you hit a proned creature with an Unarmed Strike, you deal double damage. When you hit a non-proned creature with an Unarmed Strike, you can choose to deal half damage to it and make it fall prone. 

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