Fighter
Base Class: Fighter

As opposed to a standeredly trained warrior, the Street Boxer is a combatant whose style of fist fighting was learned in the urban battlegrounds.; through wits, grit and blood.
Always making themselves present in back-alley brawls and tournaments alike, these rugged fighters revel in the thrill of split-second timing, ruthless exchanges and decisive knock-outs; driven to become the best challengers in the world.

Street Dicipline

At 3rd level, the constant fighting in your life has grinded your fists to hit harder than iron, making them just as dangerous as any weapon:

  • You gain the Unarmed Fighting option from the Fighting Style list. If you already have that style as your specialty, you gain one other Fighting Style option of your choice.

  • While clenched, each of your fists now counts as a one-handed melee weapon (no action required for it).

  • When you use the Attack action with an unarmed strike, you can make one unarmed strike as a bonus action.
    You don't add your ability modifier to that damage roll until you reach 7th level. You must be wielding no shields or weapons (other than your fists) in order to do so.

Unarmed Fighting

  • You gain the Unarmed Fighting option from the Fighting Style list. If you already have that style as your specialty, you gain one other Fighting Style option of your choice.

Honed Techniques

At 7th level, your experience in street brawls and back-alley skirmishes has trimmed and sharpened the techniques learned in your training, allowing you to employ them on any situation by muscle memory alone. Once per round, you can use one of the following maneuvers:

Cross Counter

By sensing the timing of an incoming blow, you can use your opponent’s momentum against them. If an enemy within 5 feet of you misses you with a melee attack, you can use your reaction to make an unarmed strike against them. On a hit, the creature’s Strength modifier (min. of 1) is added to the damage roll

Guard Up.

  • Guard Up. As a boxer, you know how to best absorb the damage from even the hardest hits. When you take bludgeoning, piercing or slashing damage from a melee attack, you can use your reaction to put up your guard, giving yourself resistance to the triggering damage type until the end of the attacker's turn.

Nasty Hook

Whenever you use your action to make an unarmed strike, you can forgo your bonus action for that turn to put extra weight behind your blow. On a hit, the target must succeed on a Wisdom saving throw or gain disadvantage on attack rolls and ability checks, and not be able to take reactions, until the end of their next turn.

Expanded Reperatory

At 10th level, your exploits as an adventurer have broadened your horizons, giving you insight into even more techniques. You gain further options to choose from when employing a boxing maneuver on or after your turn:

Jaw Breaker

Whenever you use your action to make an unarmed strike, you can forgo your extra attacks on that turn to put all of your power into the next swing. On a hit, the target must succeed on a Constitution saving throw or be stunned until the start of your next turn. Once you use this maneuver, you can't use it again until you spend one round without performing any maneuvers.

Shuffle Step

You know how to stay light on your feet, allowing you to make large movements with greater quickness than most. Whenever you are the target of
an attack, spell or area-of-effect feature, you can use your reaction to move 10 feet in any direction without provoking opportunity attacks. If that movement causes you to leave the range of the triggering attack or spell, it then just barely misses you. Once you use this maneuver, you can't use it again until you spend one round without moving.

Uppercut

Whenever you use your action to make an unarmed strike, you can forgo your bonus action for that turn to attempt throwing a mighty uppercut. On a hit, if the target is Large or smaller, they must succeed on a Dexterity saving throw or be knocked off their feet and fall prone.

Slugger

At 15th level, your knuckles are no different from instruments of demolition:

  • The damage die of your unarmed strikes increases to a d8. If you aren't wielding any weapons or a shield when you make one, it ignores resistance to bludgeoning damage.

  • While clenched, each of your fists now counts as a melee weapon with the Heavy and Two-Handed properties for the purposes of fulfilling specific feature requirements.

  • Your unarmed strikes ignore the damage threshold of objects and deal maximum damage to them.

K.O.

At 18th level, you reach the pinnacle of your boxing style, being able to deliver any foe to the ground with a single well-placed punch.
When making an unarmed strike, you score a critical hit on a dice roll of 19-20. If attacking with disadvantage, you score it on a dice roll of 17-20. When you do, the target must succeed on a Constitution saving throw (DC 6 + your Strength modifier + your proficiency bonus) or fall unconscious for 1 minute. They can make a new saving throw at the start of each of their turns, as well as each time they take damage, ending the effect on a successful save. If the target has 60 or fewer hit points after taking the damage from your strike, it is instead reduced to 0 hit points on a failed save, being completely knocked unconscious and then becoming stable.

This knock-out can be performed only once per turn.

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