Fighter
Base Class: Fighter

"I fear not the man who has practiced 10,000 kicks once, but I fear the man who has practiced one kick 10,000 times."

Subclass Description

The Kickboxer represents the pinnacle of unarmed martial prowess, combining lightning-fast footwork with devastating strikes. These warriors have honed their bodies into living weapons, turning every limb into a tool of destruction. Unlike traditional fighters who rely on heavy armor and weapons, Kickboxers embrace mobility and precision, flowing through combat like water, each elbow, foot, fist, and knee a precisely placed weapon.

Kickboxers are the masters of the ring, the street, and the battlefield. They've trained their reflexes to inhuman levels, learned to read their opponents like open books, and developed techniques that can drop enemies twice their size. Whether they learned their craft in underground fighting pits, monastic training halls, or military boot camps, all Kickboxers share an unshakeable confidence in their ability to end fights with nothing but their elbows, feet, fists, and knees.

In your campaign, a Kickboxer might be a former champion seeking new challenges, a street fighter looking to make a name for themselves, or a disciplined martial artist spreading their fighting philosophy. They bring unmatched mobility and consistent damage to any party, excelling at controlling positioning while delivering punishing combinations that leave enemies reeling.

Why Play a Kickboxer?

High Mobility: Dance around the battlefield with unmatched speed and grace, positioning yourself perfectly for devastating attacks while staying out of harm's way.

Consistent Damage: Your combination of Strength and Dexterity for AC, improved critical range, and combo attacks ensures you're always a threat, scaling beautifully throughout all levels.

Tactical Depth: Multiple stances and reactive abilities give you meaningful choices every turn, adapting your fighting style to match any situation.

Cinematic Coolness: Nothing beats the satisfaction of describing your character's fluid combinations, perfectly-timed counters, and lightning-fast footwork as you dominate opponents through pure skill.

Resource Management: Unlike some fighters who burn through abilities quickly, Kickboxers maintain steady performance while having powerful burst options when they need them most.

The Kickboxer transforms the Fighter's reliable foundation into something dynamic and exciting, perfect for players who want to feel like an action movie hero in every combat encounter!

3rd Level - Martial Artist

The foundation of your fighting style combines speed, power, and technique.

When you aren't wearing armor or using a shield, your AC equals 10 + your Dexterity modifier + your Strength modifier.

As a bonus action, you can enter one of the following stances. You remain in this stance until you use a bonus action to switch stances, are incapacitated, or choose to end it (no action required):

  • Aggressive Stance: Your unarmed strikes deal additional damage equal to your proficiency bonus.
  • Defensive Stance: You gain a +2 bonus to AC, and when a creature misses you with a melee attack, you can use your reaction to make an unarmed strike against that creature.

7th Level - Keeping the Offense

You learn to maintain relentless pressure, never giving opponents a moment to recover.

The Old One-Two Combo: When you hit with an unarmed strike on your turn, you can immediately make a second unarmed strike against the same target as part of the same action. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

10th Level - Rapid Engagement

You master the art of explosive movement, becoming a blur of motion and devastation.

Your walking speed increases by 20 feet.

As an action, you can move up to your speed and make one unarmed strike against each creature you move within 5 feet of during this movement. Each attack must target a different creature. This entire movement doesn't provoke opportunity attacks, and you can move through other creatures' spaces during this movement. Once you use this feature, you can't use it again until you finish a short or long rest.

15th Level - Bone Breaker

Your strikes have become legendary for their precision and bone-crushing power.

Your unarmed strikes score a critical hit on a roll of 19 or 20.

When you score a critical hit with an unarmed strike, you can roll one additional damage die and add it to the damage.

18th Level - Finisher

You have achieved the ultimate fusion of technique, power, and instinct.

When you use your Action Surge, you can choose to expend your second use as well to enter a state of perfect focus until the end of your turn. During this time:

  • Your unarmed strikes automatically hit (no attack roll needed)
  • You can use The Old One-Two Combo without expending uses
  • Your movement speed doubles

Once you use this feature, you can't use it again until you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
8/21/2025 12:23:16 AM
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Coming Soon
Kickboxer Image

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