Base Class: Fighter
When you go blow for blow with mighty foes with nothing more than your hands, it takes more than just brash swings and brute strength. It takes a skilled fighter to pummel an opponent with deadly precision. Those that take up the boxing archetype often are seen in arenas fighting one on one. There are those however that take what they’ve learned and test themselves by searching the world for strong opponents.
Stance
When you choose this archetype at 3rd level, you learn three stances which are detailed below. When you have both hands free, you can enter a stance or change your current stance as a bonus action. Exiting your current stance requires no action.
- Feather Stance: The stance you assume has both arms down loose by the waist and requires deft footwork to keep away from your opponent. You gain a -1 penalty to your attack rolls, however your speed increases by 5 feet and creatures have disadvantage on opportunity attacks against you. You may increase the penalty to -2 and the bonus to your speed to +10 at 6th level, and again to -3 and +15 at 14th level.
- Peek-a-boo Stance: You assume a low stance in order to maintain a low center of gravity while using your elbows to block the stomach area and both fists to cover the chin. You gain a +1 bonus to your AC and a -1 penalty to your damage rolls. You may increase this to a +2 and -2 at 6th level, and again to +3 and -3 at 14th level.
- Hitman Stance: This stance has the your left arm hanging near the waist while the right arm is closer to the chest area. The low position of the left arm allows it to execute jabs faster while leaving the chest area open to attack. You gain a +1 to all attack and damage rolls, and a -1 penalty to your AC. You may increase this to a +2 and -2 at 6th level, and again to +3 and -3 at 14th level.
Techniques
At 3rd level you can choose three "technique attacks" which are listed below. When you take the attack action you can choose to use a technique, you can only use one technique per turn. You must have both hands free to use a technique. You can use these techniques a number of times equal to 1 + your strength modifier, and you regain all expended uses when you finish a long rest. When you use your second wind, you also regain a total of half of your charges rounded down.
Every time you gain a level in this class, you can choose to replace one technique you know for a different one.
Technique save DC = 8 + your proficiency bonus + your Strength modifier.
Body Blow
You target the main body of a creature, delivering a powerful blow that can disrupt the creature's system. Make an unarmed attack, if the attack hits the creature must make a Constitution saving throw. On a failed save, the creature cannot use reactions and it's speed is reduced by 10 until the end of it's next turn.
Brace
You can use your bonus action to bolster your defenses, until the start of your next turn you add your Strength modifier to your AC.
Counter
When a creature within your range misses you with a melee attack, you see an opening to strike. You can use your reaction to make an unarmed attack at the creature.
Haymaker
You reach back and come down with a over-handed swing putting your entire body weight behind it. Make an unarmed attack without your proficiency bonus, if the attack hits you deal extra damage equal to twice your Strength modifier. However if the attack misses you are left wide open, giving advantage to the first melee attack made against you.
Hook
You let loose a devastating wide swing aimed at a creature's head, trying to lay them out on the ground. Make an unarmed attack, if the attack hits the creature must make a Strength saving throw. On a failed save, they are knocked prone. The creature cannot be more than one size category bigger than you for this technique to work.
Jab
You quickly swing your off-hand as a bonus action to make an attack that deals bludgeoning damage equal to 1d6 + your Strength modifier, if this attack hits you gain advantage on attacks made on that creature for the rest of this turn.
Uppercut
You start swinging low and quickly raise your fist, aiming for a creature's chin. Make an unarmed attack, if the attack hits the creature is dazed as they are lifted off their feet. The creature is stunned until the end of its next turn. The targeted creature cannot be more than one size category bigger than you for this technique to work.
Dash In
Starting at 7th level, you have grown accustomed to charging in the moment the fight begins.You gain advantage on rolling for initiative and on the first turn of each combat your speed is increased by 10.
Heavy Punches
At 7th level, your fists have been empowered with sheer will. Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Practice Makes Perfect
At 10th level, your muscles have been disciplined to the point that you move more efficiently in battle. Your techniques deal an extra 1d4 damage, and you can use the Dodge action as a bonus action.
Iron Will
Starting at 15th level, your mental and physical fortitude have reached a level to where even death must fight to take you down. When you reach 0 hit points but are not killed outright, before you fall unconscious you can use your reaction to make a Constitution saving throw. On a successful save, you instead drop to 1 hit point.
The DC equals 8 + the damage taken.
Finisher
At 18th level, you have mastered your style of fighting and learned a final technique. You can choose one from the list below. Once you use it, you cannot do it again until you finish a short rest.
Dempsey Roll
You unleash a flurry of hooks thrown from both the left and right with the full weight of your body behind them. Few creatures can withstand it should it land successfully, particularly if it isn't guarded against. You can use your action to make 5 unarmed attacks in quick succession, when using this technique you cannot take any bonus actions. If all 5 attacks land the creature is knocked prone.
Heart Break Shot
You aim your punch towards a creature’s heart, causing it to be temporarily physically unable to move. This technique takes your action. Make an unarmed attack, if this attack hits the creature is paralyzed until the end of it’s next turn.
Jolt Blow
You charge forward head-first at top speed and whip your arm back to an overhead position and go into a straight, resulting in a haymaker of a punch regardless of whether or not it connects. You can use your action to immediately move 10 feet and make an unarmed attack at a single creature. If this attack hits, it deals three additional damage dice and the creature must make a Strength saving throw. On a failed save, it is knocked back 10 feet.
Knuckle Drop
You leap at your full power and swing with all your might. Use your action to make a single attack that deals extra bludgeoning damage equal to three times your Strength modifier. On hit the creature must make a Strength save or fall prone.
Pin-point Counter
When targeted by an attack you can use your reaction to make a counter attack, you must do so before seeing the creature’s attack roll. On hit, creature takes additional two damage die in piercing damage and their attack fails.
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