Base Class: Monk
The boxer is an up close and personal fighter who delivers fast devastating punches to foes.
This subclass is similar to the battlemaster.
(Please let me know if its too resource intensive or needs buffs, nerfs or if you have an idea for a maneuver.
Boxing Master
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called stamina dice.
Ki Conversion. Your Ki points can now convert into Stamina die, you can now use your Stamina to use Ki abilities. Ki abilities are not maneuvers.
Maneuvers. You learn Empowered Punch and two other maneuvers of your choice. Maneuvers enhance an attack in some way. You can only use one maneuver per hit. You learn two additional maneuvers of your choice at 6th, 11th, and 17th level. Each time you learn new maneuvers, you can replace one maneuver for a different one. You cannot use one maneuver multiple times per turn except for punch.
Stamina Dice. You have stamina dice, which are d4s. Stamina is expended when you use it. You regain all your stamina after a short or long rest. Your total stamina die at level 3 is 4+ki conversion=7. You will not gain anymore Ki/Stamina dice until after level 7. Your max Ki/Stamina at the 20th level is 20.
Saving Throws. Some maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + proficiency + Strength or Dexterity modifier (your choice)
Inboxing & Outboxing
Inboxing. After 5 rounds of observing or interacting with another creature within combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is equal, superior, or inferior in regard to two of the following characteristics of your choice.
- Strength Score
- Dexterity Score
- Constitution score
- Armor Class
- Currient hit points
Outboxing. You may disengage after taking an attack action and gain 5 feet of movement once per turn.
You gain proficiency in the Sleight of Hand skill.
Maneuvers
Empowered Punch. When you hit with an unarmed attack, you can expend a stamina die to the attack's damage roll.
K.O. When you hit with an unarmed attack, you can expend a stamina die to add to the attack's damage roll, and the target must make a Constitution saving throw. On a failed save, the target is now unconscious. For every size above the user, you must expend a stamina die.
Uppercut. When you hit with an unarmed attack, you may expend a stamina die to add to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, the target is now prone
Feint. You can expend one stamina die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that target. If that attack hits, add the stamina die to the attack's damage roll.
Dempsey Roll. You can expend two stamina die as an action, on your turn you are taking a dodge action and readying up for next turn (You may move at half speed during this maneuver). On your next turn as an action you can attempt to attack a target creature within 5 feet, on a successful hit you gain an additional two attacks with each hit adding an additional stamina die. You cannot not use maneuvers during Dempsey roll. If you miss the first hit, any hit targeting you gets advantage until end of round.
Dempsey Roll Engine. After a successful Dempsey Roll, you may expend two stamina die and a bonus action to stay in the Dempsey Roll and attack next turn. (This is not a learn-able maneuver, only a triggered effect)
First Hit: Dmg+Modifier
Additional attack one: Dmg+Modifier+stamina die
Additional attack two: Dmg+Modifier+2 stamina die
Jolt Counter. When another creature damages you with a melee attack and misses. You can use your reaction and expend one stamina die to make an unarmed strike against the creature. If you hit, you add the stamina die to the attack's damage roll.
Menacing Punch. When you hit a creature with an attack, you can expend one stamina die to attempt to frighten the target. You add the stamina die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the creature succeeds a Wisdom saving throw.
Knock-back Punch. When you hit a creature with an unarmed strike, you can expend one stamina die to attempt to drive the target back. You add the stamina die to the attack's damage roll. Target must make a Strength saving throw. On a failed save, you shove the target up to 15 feet away from you.
Follow Through Punch. When you hit a creature with an unarmed strike, you must expend at least 3 stamina die and add that many to the attack's damage roll.
Disarming Counter. When a creature within 5 feet targets you and misses, you can expend one stamina die to attempt to disarm the targeted weapon. Target must make a Strength saving throw. On a failed save, the target drops the weapon at its feet.
Precision Punch. When you make an unarmed attack roll against a creature, you can expend one stamina die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Clinch. As an attack action and one stamina die, you may grapple no more than one size larger than you. If you're able to make multiple attacks as an attack action, this attack replaces one of them. Your Strength check+stamina die contests with the targets Strength or Dexterity check. You may not move the grappled target. On each of your turns you can roll a stamina die and regain stamina from the rolled number. You may release the target whenever you want (No action required).
Parry. When a target damages you with a melee attack, you can use your reaction and expend one stamina die to reduce the damage dealt to you by the number you roll on your stamina die+Dexterity modifier.
Relentless Attack
At 6th level, Every two successful unarmed hits during your turn you gain a relentless attack action that has a damage die of d4.
A Relentless Attack action is a bonus attack that does not use your bonus action. You cannot use maneuvers for relentless attack.
Improved Stamina Die
At 11th level, your stamina die turn into d6s. At 17th level, they turn into d8s.
In the Zone
At the 17th level, you can expend 6 stamina die to get in the zone for two turns. During those two turns you gain +3 to your attack rolls, and creatures you hit take x1.5 damage rounded down from the total damage amount. While you are In the Zone, you cannot crit.
To explain the damage, you hit a creature and do your normal damage rolls then x1.5 that damage. If you are using Ki Abilities or maneuvers, you simply add that to the total before the x1.5 damage.
Dmg+Modifiers+Stamina die = Total dmg x 1.5
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Posted May 17, 2020https://www.dndbeyond.com/subclasses/465713-way-of-the-boxer