Base Class: Monk
Monks of the Way of the Wandering Boxer are most comfortable while in arms reach of strong opponents, finding peace in the haze of battle. They learn techniques to make their unarmed strikes more powerful and stagger opponents while on the offensive, and absorb attacks and return blows to their sender while using footwork to outmaneuver enemies no matter how many attacks come their way.
Perfected Punches
Starting when you choose this tradition at 3rd level, you learn to make your fists into your ultimate weapon. Before you make an unarmed attack, you can choose for each attack to be one of these types:
- Jab - You strike straight into your target with your forward hand at blinding speeds. For this punch you can add a martial arts die to the attack roll.
- Cross - You bring your dominant hand straight forward for a powerful jab, attempting to drive them backward and gain ground. The target must make a Strength saving throw. If it fails, you can push it up to 10 feet away from you and move into the spot it vacated without provoking opportunity attacks.
- Hook - You hit your opponent from the side and attempt to throw your opponent off balance. It must succeed on a Dexterity saving throw or be knocked prone.
- Upper-cut - An upper-cut is a difficult punch to land but worthwhile because of it's power, because of these reasons it is best utilized in the middle or end of combinations. This attack has a bonus to the damage roll equal to 2 times the amount of punches you have landed this turn.
- Elbow Strike - You try and enter your opponents guard and strike with your elbows. When you make the attack roll, roll a martial arts die and subtract it from the total. If the attack still hits, add twice the number rolled on the martial arts die to the damage roll.
- Haymaker - You run straight at your opponent and deliver a strong jumping punch. If you move at least 10 feet towards your target before landing this attack, you may add an additional Martial Arts die to the damage roll.
Ki Counterstrike
At 6th level, you gain the ability to always find openings in your enemies attacks. When an enemy misses you with an attack while within your unarmed strike range, you may use your reaction to counter with an unarmed strike.
Additionally if you have already used your reaction, you may spend a ki point to gain another reaction that can only be used for this feature.
Fluid Footwork
When you reach 6th level, if you trigger any opportunity attacks on your turn, you may add a martial arts die to your AC for those attacks. Additionally for every opportunity attack that misses, you may move an additional 5 feet without expending movement up to a maximum of your base movement speed.
For The Count
Beginning at 11th level, your intense training in the heat of battle has trained you not to stay down no matter how hurt you may be. If you drop to 0 hit points and don’t die outright, you can make a DC 10 Wisdom saving throw. If you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
Relentless Focus
At 17th level, your mastery of ki has allowed you to unlock your fullest potential in combat and enter a state of intense focus. As a bonus action, you can gain the following effects for 1 minute.
- Your speed is doubled.
- Your AC increases by 2.
- You have advantage on Dexterity saving throws.
- You gain an additional action of each of your turns. This action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
This effect ends early if you are incapacitated or die. Once you’ve used this feature, you can’t use it again until you finish a long rest.
Previous Versions
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Posted Jul 28, 2024This subclass is so cool! Somebody in my game had a character leave and they came back with this and it seemed like a lot of fun! I would highly recommend using this if you want the feel of being in the ring!