Fighter
Base Class: Fighter

Boxers are champions of the ring as well as the street with powerful fists and quick feet they are able to overwhelm their opponents with flurries of blows. A Boxer can come from all walks of life but very few turn to adventure, most seek fame and glory or perhaps a few coins in illegal fighting rings. A boxer is more than brute strength, with technique at the heart of the sport they are able to pummel their opponents to submission or even until death.

Unarmed Fighting

Starting when you choose this archetype at 3rd level, you gain the Unarmed Fighting Fighting style. 

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Unarmored Defense

Beginning at 3rd level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.

Fisticuffs

When you choose this archetype at 3rd level, you learn to perform powerful techniques to disable or damage your opponents using your unarmed strikes.

Boxing Technique. You learn two techniques of your choice, which are detailed under “Boxing Techniques” below. Many maneuvers enhance an attack in some way. Each use of a technique must be declared before the attack roll is made. You can use only one punch per attack.

You learn an additional technique of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new technique, you can also replace one technique you know with a different one.

Moxie. You gain a number of moxie points equal to your Proficiency bonus (minimum of 1). You regain 1 expended moxie point each time you roll a 20 on the d20 roll with an unarmed attack, or deal a killing blow with an unarmed attack to a creature of significant threat (DM’s discretion). You regain all expended moxie points after a short or long rest.

Saving Throws. Some of your boxing techniques require your targets to make a saving throw to resist the effects of the technique. The saving throw DC is calculated as follows:

   Boxing Techniques save DC = 8 + your proficiency bonus + your Dexterity modifier

Moxie-Fueled Fists

Starting at 7th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

You add your proficiency bonus to damage rolls made with your unarmed strikes.

One Hit KO

Starting at 10th level, when you score a critical hit with an unarmed attack, you gain a bonus to that attack's damage roll equal to twice your level in this class.

It Ain't Over 'till the Bell Rings

Starting at 15th level, When you are reduced to 0 HP but not killed, you can drop to one HP instead once per long rest. Once activated you can expend a use of your action surge to interrupt your opponent's turn to take the attack action. 

Vicious Intent

At 18th level, your unarmed attacks score a critical hit on a roll of 19-20, and you regain a moxie point on a roll of 19 or 20 on a d20 attack roll.

Hemorrhaging Critical

Upon reaching 18th level, whenever you score a critical hit on an attack with an unarmed strike, the target additionally suffers half of the damage from the attack at the end of its next turn.

Boxing Technique

These Boxing Techniques are not presented in alphabetical order.

Boxers Guard

When an attacker that you can see hits you with an attack, you can spend one moxie point to halve the attack’s damage against you.

Dazing Punch

When you make an unarmed attack against a creature, you can expend one moxie point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.

Disarming Punch

When you make a unamremd attack against a creature, you can expend one moxie point to attempt to knock an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.

Float Like a Butterfly

Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.

Forceful Punch

When you make an unarmed attack against a creature, you can expend one moxie point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.

Haymaker

When you make an unamred attack against a creature, you can expend one or more moxie points to enhance the force of the attack. For each moxie point expended, the attack gains a -2 to the unarmed attack roll. If the attack hits, you can roll one additional weapon damage die per moxie point spent. when determining the damage.

Sting Like a Bee

When you make an unarmed attack against a creature, you can expend one moxie point to gain advantage on the attack roll.

The Old One-Two

Immediately after you take the Attack action on your turn, you can spend one moxie point to make two unarmed strikes as a bonus action.