Base Class: Monk
The Way of the Boxer transforms the traditional monk into a pugilist powerhouse, channeling the art of boxing into every strike and maneuver. As a Boxer, you hone your body into a weapon of swift jabs, punishing hooks, and defensive counters. From adopting a nimble stance that lets you counterattack when missed, to stringing together explosive flurries of strikes that leave your foes reeling, this subclass emphasizes rapid, high-energy combat. Your techniques blend the grace of martial arts with the raw power and resilience of a seasoned boxer, allowing you to shrug off hits, dish out additional damage with adrenaline-fueled surges, and even regain ki when you finish an opponent in the midst of battle. Whether you're dodging incoming attacks with acrobatic footwork or unleashing a Final Round Flourish that dazes your adversaries, you embody the spirit and discipline of the boxing ring on every battlefield.
Boxer's Stance
3rd-Level Way of the Boxer Feature
When you adopt the Way of the Boxer at 3rd level, you learn to channel your inner rhythm into a fighting stance that grants you the following benefits:
- Left Hook: When you take the Attack action on your turn, you may make one additional unarmed strike as a bonus action.
- Defensive Footwork: When a creature misses you with a melee attack, you can use your reaction to make a single unarmed strike against that creature. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after a short rest.
- Boxer’s Focus: You gain proficiency in Athletics if you don’t already have it.
Punch Combinations
6th-Level Way of the Boxer Feature
At 6th level, your training allows you to string together devastating combinations:
- Flurry of Hooks: When you use your Flurry of Blows, you can choose to replace one of the extra attacks with a “Hook” attack. A Hook attack deals an extra 1d6 bludgeoning damage and, on a hit, forces the target to make a Strength saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). On a failed save, the target is knocked prone. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after a short rest.
- Footwork Mastery: Your movement becomes unpredictable. When you use Step of the Wind, you may also move through difficult terrain without spending extra movement until the end of your turn.
Iron Chin
11th-Level Way of the Boxer Feature
At 11th level, you develop an almost uncanny ability to absorb punishment:
- Resilient Guard: When you are hit by an attack, you can use your reaction to reduce the damage by an amount equal to your Wisdom modifier (minimum of 1).
- Knockback Resistance: You have advantage on saving throws against being knocked prone or pushed. Additionally, when you succeed on such a save, you can immediately make one unarmed strike against the attacking creature.
Champion of the Ring
17th-Level Way of the Boxer Feature
Upon reaching 17th level, your pugilistic mastery reaches its zenith. You gain the following new features:
- Adrenaline Surge: When you use your Flurry of Blows, you gain a burst of raw adrenaline. When you use Furry of Blows, every unarmed strike that hits deals additional damage equal to your Wisdom modifier (minimum of 1). Furthermore, if one of these strikes reduces a creature to 0 hit points, you immediately regain 1 ki point. You can use this bonus effect once per turn.
- Unyielding Spirit: As an action, you can enter a state of heightened focus for 1 minute. During this state, you gain temporary hit points equal to your monk level at the start of each of your turns and have advantage on all saving throws. Once you use this feature, you cannot do so again until you finish a long rest.
- Final Round Flourish: When you hit a creature with an unarmed strike as part of your Flurry of Blows, you can choose to perform a Final Round Flourish. If you do, the attack deals additional damage equal to your Wisdom modifier (minimum of 1), and the target must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or be dazed, suffering disadvantage on its attack rolls, until the start of your next turn. You can use this feature once on each of your turns.
Previous Versions
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