Monk
Base Class: Monk

Boxer: 

6th level
Beginner Boxer:


At 6th level when you pick this fighting style, you gain the following benefits. 

  • Boxer's focus You can expend 2 ki points to enter an extreme focused state as an action or bonus action, the time equals to your monk level in minutes, and the end of each of your next turns after activating this, you must spend 1 ki point to keep it active. Each time you use an unarmed strike on a target, they roll a 1d20 CON save. The save DC starts at 0, and each time you successfully hit a creature with an unarmed strike, the DC goes up by 1 for that creature and it applies a "Boxer's K.O." mark on them (Like a hunter's mark in a sense.). Flurry of blows applies the mark twice, but the save once. (Unless your DM allows you to apply them all) . On a failed save, the creature gets knocked out and becomes unconscious for 10 seconds(Or the end of their next turn.). At the start of a creature's turn if it has at least one Boxer's K.O. mark on them, they can roll a saving CON throw VS the amount of Boxer's K.O. marks+Your proficiency+Your STR modifier. If they succeed, a number of Boxer's K.O. marks are removed from them equal to their CON modifier (At least 2.)  If they fail or succeed, two Boxer's K.O. marks are removed in addition to the successful saving throw if succeeded. A creature with Boxer's K.O. mark will have marks removed equal to any healing they receive. Once per combat, the first time you attack a creature applies extra Boxer's K.O. marks equal to half your STR+WIS modifier rounded down, and if you miss the attack, you don't apply this effect again on the same creature until you take a short rest. If the target is an object, if you can't knock it out using the Boxer's K.O. mark , you can instead make it fall prone if it's at most 2 sizes larger than you, and reduce it's AC by a 1d4 until it's mended or healed by any way, where as it would regain half the amount it healed rounded down to it's AC that it lost due to this effect. The maximum amount of Boxer's K.O. marks you can apply on a single creature is Twice your proficiency+Twice your Wisdom modifier. Additionally if the creature with Boxer's K.O. marks uses an action with a healer's kit or another creature uses an action with a healer's kit on the creature with Boxer's K.O. marks, they remove Boxer's K.O. marks equal to their INT modifier.

    • When you use your Martial artist's flurry , you can use Flurry of blows as an attack instead. Using it this way costs 2 ki points.
    • When you provoke an opportunity of attack when moving away from a creature, you can spend 1 ki point to give them disadvantage on the attack roll.
    • You gain +1 to your AC
    11th level
    Intermediate boxer:

    At 11th level, your fighting styles gain additional benefits. And you gain ki equal to double of your wisdom modifier instead, with your Ki Adept.

    • Marks removed with a successful save now only remove equal to half their CON modifier rounded up instead of equal to it.
    • As a reaction, you can now counter attack if a creature is within 5ft of you with an unarmed strike at the cost of 1 ki point. If a creature makes any attack rolls against you and they don't manage to hit you a single time during that turn, you can use your reaction to make an unarmed attack roll against that creature. (Assuming you're still within range to attack them.)
    • You deal an additional Boxer's K.O. mark to any creature that is grappled, restrained stunned, unconscious, confused, paralyzed, prone, blinded except if they have blindsight, incapacitate.
    • You gain proficiency in Athletics, if you already have proficiency in Athletics, you can choose a different proficiency instead.

    17th level
    Boxing master:

    • you gain additional benefits for each fighting style, and you are at the peak of mastery with that fighting style.
      All fighting styles get Elemental fighting
      Elemental fighting.
       You can spend 2 ki points as a bonus action, and requires 1 ki point at the start of your turn to maintain,  to cover your arms and legs with an element. You add a 1d4 to your unarmed strikes as either cold, fire, lightning, radiant damage, and you can treat the attack as that element for the purposes of resistances to bludgeoning damage or vulnerability towards the damage type. 
    • You can attack twice as a part of the attack action.

      • Boxer: 
      • Elemental boxer: When  you have Elemental fighting active, and hit a creature successfully, each type of damage provides additional benefits, and you gain resistance to that type of damage for the duration. All of them require a saving throw (Either DEX or CON as stated) with DC equal to Half your monk level+ Boxer's K.O. marks , for every time you successfully make an attack roll.

        cold: The creature attacked rolls a CON saving throw, if they fail, reduce creature's movement equal to Boxer's K.O. marks they have in ft up to a minimum of 0ft, at which point they freeze, and they are stunned, until the end of their next turn. Additionally you deal an extra 1d4 cold damage to a creature with 0ft movement from this effect, increasing the damage die by 2 for every additional attack (Meaning from 1d4 to 1d6 to 1d8 etc..) as their semi frozen form starts shattering with every punch. This does not work on those resistant or immune to cold damage. 
        fire: The creature makes a DEX saving throw, if they fail, your attacks  ignite the creature, making them take 1d4 extra damage on each of their turns. If you attack an ignited creature, you deal extra damage equal to half the Boxer's K.O. marks rounded down that they have on them. Additionally your attacks are treated as a critical hit on a 19 and a 20. This does not work on those resistant to fire damage. A creature can take an action to put out the flames, or another creature can put out the flames for them. This effect does not apply on those resistant to fire damage or immune to it.
        lightning: Your punches cause a chain emanating from the creature you attack that deals lightning damage to all creatures the chain connects to. The first creatures connected within 15 feet around the creature take 1d4 lightning damage+ damage equal to each Boxer's K.O. mark they have on them, and have their AC lowered by that roll's amount until the end of their next turn and each additional similar effect that would reduce their AC by this effect would instead replace the AC with the new roll , then any creature around 10 feet of those creatures take a 1d4 thunder damage which they take only once from this effect. A creature can take damage from this effect multiple times from the lightning chain damage. (Including yourself.) All creatures make a DEX saving throw with a DC equal to half your monk level+Boxer's K.O. marks If they make a DEX saving throw and succeed, they do not take any damage from this. If they fail, if the chain would hit them again from a single attack and multiple lightning chains, they don't roll another saving throw. Additionally, you can apply one Boxer's mark to any creature you choose that fails the saving throw and takes damage from the lightning chain. You can't add more than one Boxer's K.O. mark this way on this turn. This effect does not apply to those resistant to lightning damage or immune to it, though it still applies to you if you're resistant to it.
        radiant: Your attacks heal you by half your Boxer's K.O. marks. Additionally, the creature makes a DEX saving throw, if they fail, they are blinded. At the start of their turns, they can make a CON saving throw to end the blinded condition if they succeed.

    Kickboxer:

    6th level
    Beginner kickboxer:

    Kickboxing:

    • You can alternate between punching and kicking. Both use the same damage die roll. 
    • Kickboxing's combo: Once in each of your turns, once you perform a combo successfully, you can choose one combo finisher as a part of the last unarmed attack's action or bonus action. Performing a combo requires you to successfully make 5 successful attack rolls in a row in a single turn at level 6, and at level 12 the number of successful attacks required is 4. Additionally, if you take damage in any way, the combo resets to 0. Your combo finishers do not apply modifiers to their attack roll or damage die unless stated otherwise.

      Combo finishers:
    •  Sweeping hurricane: You can spend 2 ki points and use your legs to sweep around yourself at all creatures in your unarmed strike range, while jumping forward up to 5ft per half your DEX modifier rounded down to an unoccupied space. Every creature in your unarmed strike striking distance that you passed by without at least half cover must roll a saving throw with a DC equal to Your WIS modifier+Half your monk level rounded down+Your profeciency. On a failed save, they become prone if it's possible, and take equal damage to your unarmed strike die. Additionally, each failed or successful save counts for the Kickboxing's combo and allows you to perform another finisher if you successfully perform a combo in this way once you have 17 levels in this class. The amount of distance covered counter for your walking speed, and you can't travel this way more than you would be able to in one turn. Each creature that rolls a saving throw after you travel 5ft will roll with an advantage.
    • Staggering impact: You can spend 2 ki points and attack with a normal attack roll on a specific body part with brute force. If you succeed, a different effect will be applied depending on which part you chose to strike.

      Attacks on a creature up to a maximum one size larger than you, or two sizes larger than you if can reach the bodypart somehow:
      1.If you strike the stomach or chest successfully, they roll a CON saving throw with a DC equal to Half your monk level rounded down+your proficiency+STR if they fail,for their next three turns, their breathing time is halved if they're holding it, or you subtract their next saving throw related to holding breath equal to your STR modifier, they also are unable to cast spells requiring the verbal component on their next turn. They can repeat this saving throw at the end of each of their next turns until the third turn where this effect ends at the end of their turn, and each time they repeat the saving throw, the DC save requirement drops by 4. Additionally you may push them back by 5ft as a part of this attack. The creature has advantage on their saving throw if they're wearing heavy, medium or light armor. (DM gets to decide depending on the armor and where it covers.)
      2. If you strike the head successfully, the creature rolls a CON save with a DC equal to Half your monk level rounded down+your proficiency+WIS modifier. If they fail, they get stunned until the end of your next turn. They can repeat this saving throw at the end of their turn. The creature has advantage on the saving throw if they're wearing something protecting their head. (DM gets to decide)
      3. If you strike the arm, you cause a severe bruise, they roll a CON saving throw with a DC equal to Half your monk level rounded down+your proficiency+STR, if they fail, they drop whatever they're holding with that arm or carrying(As disarming too.), and they can't pick it up using the same hand on their next turn. They can repeat this saving throw at the start of their next turn. The creature gets advantage on their saving throw if their arms and hand are protected enough. (DM gets to decide.)
      4. If you strike the throat, the creature rolls a saving throw DC of Half your monk level rounded down+your proficiency+STR, if they fail, the damage die for this attack are rolled as a critical hit.
      5. If you strike the legs, the creature rolls a saving throw DC of Half your monk level rounded down+Your proficiency+DEX, if they fail, the creature will be prone for up to a maximum of two turns from this effect. The creature can roll at the start of each of it's turns to get up. If they fail the roll, they still expend half their movement.
      6. If you strike an object, either an animated one, animated structure or normal structure, the object rolls a saving throw DC Half your monk level rounded down+your proficiency+STR, if they fail,  you can reduce it's AC by 1d4 until it heals or it is mended if possible, or other means that fix the cracks or hole your strike caused.
      7. If you strike a creature more than two sizes larger than you, the creature rolls a STR saving throw of Half your monk level rounded down+Your proficiency+WIS. If they fail, your attack on them is a critical hit.

    • Fast followup:  Once per long rest, you can attack an extra amount of times up to your proficiency modifier or DEX modifier whichever one is lower , the first attack costing 1 ki and each additional attack costing one additional extra ki point (Meaning first one costs 1, second 2, third 3, fourth 4 etc.. For a total of 10 ki points if making 4 attacks.), with the damage roll of 1d4 adding your DEX, STR or WIS modifier to your damage only once a turn using this effect, and each time it hits. For every successful attack in a row, increase the damage die by one, and on a miss, the damage die resets to 1d4. (1d4 becomes 2d4 becomes 3d4 etc.. Until it misses then becomes a 1d4 again, then you hit after that it still increases to 2d4 etc..) Each strike made counts towards your combo and resets on a miss just as it normally would.

      11th level 
      Intermediate kickboxer:

      At 11th level, your fighting styles gain additional benefits. And you gain ki equal to double of your wisdom modifier instead, with your Ki Adept.

      • Your combo requirement is now 4 instead of 5 to perform a finisher.
      • Once per action on every creature, you can add your either your STR or WIS or DEX modifier to your finishers for the attack roll and damage die at the cost of spending 1 ki point each time you add your modifier to the attack.
      • You gain proficiency in either Acrobatics or Athletics, if you have proficiency in either, you can instead gain a proficiency of your choice.
      17th level
      Kickboxing master:

      • you gain additional benefits for each fighting style, and you are at the peak of mastery with that fighting style.
        All fighting styles get Elemental fighting
        Elemental fighting.
         You can spend 2 ki points as a bonus action, and requires 1 ki point at the start of your turn to maintain,  to cover your arms and legs with an element. You add a 1d4 to your unarmed strikes as either cold, fire, lightning, radiant damage, and you can treat the attack as that element for the purposes of resistances to bludgeoning damage or vulnerability towards the damage type. Kung Fu fighting style allows you to add this bonus to their weapon.
      • You can attack twice as a part of the attack action.

       

      • You can spend 1 ki point to use flurry of blows as an action.
      • You can now perform 2 finishers in a single turn. 
      • You can upgrade only one of your finisher moves:
        1. Fast followup finisher is upgraded into Savage followups: The cost of each additional attack is lowered by 1 ki point (1st is free, second is 1, third is 2, fourth is 3 etc..)  Additionally, if you spend at least 5 ki points, at the end of your finisher, you can spend 1 additional ki point for each creature you wish to push back up to 10 feet assuming you land a single attack. If you spend at least 10 ki points, you can spend 3 ki points for each creature you wish to make prone at the end of your Savage followups assuming you land at least two attacks them. Additionally, you can attack in a 10ft cone all creatures and objects, but each additional attack will cost an extra 2 ki points (meaning 1st is 2, second is 5, third is 9, fourth is 12, fifth is 14 etc..). You can apply the effects of Elemental fighting only to change the type of damage you're dealing, and it's damage die only once per creature or object.

        2. Staggering impact upgraded into Brutal impact: 
        You can spend 5 ki points instead of 2 and use the upgraded version which ignores armor. (Not AC) additionally if you successfully hit a body part, the creature will have a disadvantage on their next action or saving throw, and you also can lower their AC by 1 (Up to a minimum of 10) until they take a long rest or have their armor mended, or their scales recover etc.. Additionally Elemental fighting applies it's damage to all your Brutal impact attacks. Once per short rest, you can reroll a Brutal impact attack die and additionally add a +1 to the roll.

        3. Sweeping hurricane upgrade into Rapid hurricane: You can use flurry of blows on each attack during sweeping hurricane at the cost of 2 ki points, you can strike a creature or object twice instead once with Rapid hurricane you can use this once on each creature in this finisher. Additionally, you can travel an extra 5ftxYour Str modifier with this. You also apply Elemental fighting on all creatures a single time (So if you chose to attack them twice it won't apply again.)

    Kung Fu:

    6th level
    Kung Fu beginner:
    • Kung Fu: You use swift movements for your attacks and have better body control than most other fighting styles.

    • You can alternate between punching and kicking.
    • Your walking speed increases by 5ft, additionally if you have walking, flying and/or swimming speed, that increases by 5ft.
    • Deflect missiles upgrade:  You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 2d6 + your Dexterity modifier + Your Wisdom modifier + your monk level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand or two hands that are free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 10 feet x Your Strength modifier and a long range of 30 feet x Your Strength modifier. 
    • On a critical hit, you can spend up to 3 ki points to increase a damage die by one for each 1 ki spent this way instead of the normal critical hit damage roll.
    • You can change the weapon die damage for a monk melee weapon you are proficient with equal to your unarmed strike damage die instead.
    • You can use flurry of blows using your monk weapon's hilt.
    • You gain proficiency in one weapon of your choice that is finesse or simple. That weapon is considered as a monk weapon for you.

      11th level
      Intermediate Kung Fu practitioner:
       

      At 11th level, your fighting styles gain additional benefits. And you gain ki equal to double of your wisdom modifier instead, with your Ki Adept.

      • Kung Fu: 
      • Before you roll for initiative, you can spend 1 ki point to give yourself a +2 on initiative. This does not stack.
      • Deflect missiles upgrade: When you catch or deflect a missile, the die you roll for it increases to 2d6. Additionally, if you throw a weapon at an enemy either by catching and throwing the missile or by using your own attack roll, you can cause it to ricochet towards another creature within 10 feet of your main target. You use the same attack roll as the first target, and if it hits, then you deal half damage of the first attack.  You can only make a single projectile thrown this way ricochet an amount of times equal to your WIS modifier.
      • You can choose an additional weapon to be proficient with, and that weapon will be considered as a monk weapon to you.
      • Counter attack. You can spend two Ki points to counter attack a creature in range an attack roll that is within your unarmed strike range. Before a creature's attack roll is decided attacking you,  you can make your own attack roll first, and if you successfully hit them, you can additionally spend 1 ki point to give them disadvantage on their attack roll after making your own successful counter attack. You can only use this a number of times equal to your proficiency, and it's uses reset after a long rest. You spend 1 additional ki point for each size the creature is larger than you, and can use it on a creature a maximum two sizes larger than you.
      • If your monk weapon attacks either deal slashing or piercing damage, it additionally applies the "Bleed" condition when they land, which makes the creature take additional damage equal to half your wisdom modifier rounded down at the start of each of it's turns. The bleed stacks for a maximum of damage equal to your proficiency modifier+Your Wisdom modifier. The "Bleed" condition can't be removed except if the creature either uses an action or bonus action with a healer's kit and rolls a CON saving throw with a DC of Your proficiency+Wisdom+The "Bleed" condition stacks on the target, or another creature could use a healer's kit as it's action or bonus action to stop the "Bleed" condition. Other alternatives to remove the bleed condition would be if the creature receives healing from a spell or short/long rest. (Or whatever your DM sees fit.) If the creature leaves combat with the "Bleed" condition and doesn't remove it, it takes it's damage each minute up to 10 minutes- it's constitution modifier. The bleed condition does not apply on creatures that either don't bleed or aren't affected by losing blood.
      17th level
      Kung Fu master:

      • At 17th level, you gain additional benefits for each fighting style, and you are at the peak of mastery with that fighting style.
        All fighting styles get Elemental fighting
        Elemental fighting.
         You can spend 2 ki points as a bonus action, and requires 1 ki point at the start of your turn to maintain,  to cover your arms and legs with an element. You add a 1d4 to your unarmed strikes as either cold, fire, lightning, radiant damage, and you can treat the attack as that element for the purposes of resistances to bludgeoning damage or vulnerability towards the damage type. Kung Fu fighting style allows you to add this bonus to their weapon.
      • You can attack twice as a part of the attack action.

       

      • As a bonus action, you can spend 1 ki point to increase either your jumping, walking, flying, swimming, climbing speed by 5ft up to a maximum of 4 ki points spent this way stacking with each other. This effect lasts for 1 minute.
      • Whenever you make an attack roll and you crit, you can spend 1 ki point to stun the creature until the end of your next turn.
      • Once during a long rest, roll a 1d50, and choose if you want it as damage or healing. If you chose damage, you deal the amount of damage you rolled on your next attack roll. If your attack doesn't land, then you lose this effect. If you chose healing, you heal by that amount the next time you expend more than 2 ki points at a time.
      • Rising dragon. As an action, you can expend at least 3 ki points on your unarmed attack to launch the creature. The creature you're attacking additionally rolls a saving throw using their higher save of either DEX, STR or CON with a DC save of half your monk level+DEX or STR+double the ki points spent. If they fail, you can launch them in any direction you choose, be it in the air or towards another creature or object for a distance equal to your STR modifierx(5-their size) (Meaning if their size is small it's -2, medium -3, large -4  etc..) and they fall normally and would take fall damage if they do fall on the ground. If you launched them on another creature or a wall or object, if you launched it towards a creature, the creature makes a DEX saving throw with a DC of half your monk level+DEX or STR+double the ki spent. If they fail, both of them travel half of the remaining distance, then both the launched creature and the creature it collided onto fall prone 5ft next to each other and take damage equal to Either your DEX or STR modifier+Ki points spent+Any fall damage they may take, and the damage is split between them both except for the fall damage. If the creature hits against an object, apply the same damage to the object as you would a creature if possible (As in half the damage), if the object's hitpoints reaches 0, then the launched creature goes through if possible and continue their way for up to the maximum distance, and if not, they take the whole damage of the damage roll then fall prone. Additionally, you can expend an extra 1 ki for any size smaller creature than you or 3 ki for an equal size creature or 5 ki for a one size larger creature than you,  to make the target travel 5ft more,  The maximum extra distance added this way for a smaller creature would be 30ft, creature equal to you 20ft, and a larger creature by 10ft. If you use Rising dragon on a creature that is at least two sizes larger than you, it applies Elemental fighting 's damage twice for each size it is larger than you, additionally you can use Rising dragon again as a part of the same action when striking creatures at least two sizes larger than you by expending 3 extra ki every time. (Second strike 4 ki if you spent 1 ki for the first, then third strike becomes 7 ki.) 
      • Elements of Kung Fu If you have Elemental fighting activated, you can attack with your currently imbued element that goes in a straight line dealing the same damage to all creatures it passes through, you can increase your attack range this turn up to 30ft away by releasing the element you are currently imbued with at the cost of 1 ki point per 10ft. The damage you deal is 1d4+Your wisdom modifier with the damage type of the element you're imbued with.


 

Martial Artist features

You've either developed a fighting style of a boxer, or perhaps have been taught the boxing style, and you learnt to imbue your fighting style with Ki. At first third level, you gain these benefits: 

  • When you use attack with an unarmed strike, you can choose to roll a 1d4 for damage instead + either your STR or DEX modifier as you gain levels in monk, the die increases. At level 6, the die becomes 1d6. At level 9, it becomes a 1d8. At level 11, it becomes a 1d10. At level 17, it becomes a 1d12. At level 20, it becomes a 2d8.
  • You gain proficiency with unarmed strikes.
  • Martial artist's flurry: When you land at least two unarmed attacks in your turn, you can spend 1 ki point to attack an additional time as a part of that action or bonus action
  • Parry At 6th level, you gain the ability to parry, by using 1 ki point, you  can use parry either as an action, bonus action or reaction. If used as an action or bonus action, you gain +1 AC and +1 to DEX, CON and STR saving throws until the start of your next turn as long as you're conscious and not incapacitated. You can use parry as a reaction when you're attacked and before knowing the roll's result. You can add your DEX modifier to your AC and DEX, STR,CON saving throw rolls.  Additionally, like the dodge action, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated or if your speed drops to 0.
  • Ki adept: Additionally at 6th level, you have additional ki slots equal to your wisdom modifier. If your wisdom modifier increases or decreases, the ki slots change accordingly as well.

Fighting style

At 6th level, you gain the ability to choose a fighting style. The fighting style chosen can't be changed once you pick it, unless stated otherwise. 

Choose to gain one of the following at levels 6, 8, 11, 14, 17, 20. Additionally if you already have one of the options that you've been granted with this effect, you can upgrade it a tier higher, and anytime you cast one of these, you must expend 3 ki:

Tier 1:

  • You gain the ability to cast Misty step without using spellslots once per long rest.
  • You gain the ability to cast guidance once per long rest.
  • You gain the ability to cast light once per long rest.
  • You gain the ability to use Mage hand once per long rest.

    Tier 2:
  • If you chose to upgrade Misty step, you can now teleport up to 45 feet away when you cast it using this effect. 
  • If you chose to upgrade the Guidance, you add an additional +1 to the roll's outcome when you cast it using this effect.
  • If you chose to upgrade the Light, the light shed increases by an additional 10ft when you cast it using this effect.
  • If you chose to upgrade the Mage hand, the maximum range before it vanishes is increased by 10ft if you cast it using this effect.

    Tier 3:


  • If you chose to upgrade Misty step, you can now use it twice per long rest when you cast it this way.
  • If you chose to upgrade guidance, you can now use it twice per long rest when you cast it this way.
  • If you chose to upgrade Light, you can cast it up to two times per long rest, additionally, if you cast light using this effect twice on an object, it sheds such a bright light that creature in 20 feet from the object is blinded as long as they remain within the range of the object you cast light on twice and can see it.
  • If you chose to upgrade Mage hand, if you cast it this way, it now has AC equal to your Wisdom modifier+Proficiency+The teir you have access to.

    Tier 4:
  • If you chose to upgrade Misty step, you can additionally teleport another creature or object no bigger than 10ft with you. If the creature is unwilling, it must make a DC save with a 10+your proficiency+your wisdom modifier. You gain this benefit only if you cast it using this effect. 
  • If you chose to upgrade guidance, you can now roll 2d4, but you can only use it once per long rest if you cast it this way, otherwise you can use guidance twice per long rest. You don't gain the +1 from tier 3 anymore. The effect only applies if you cast it using this effect.
  • If you chose to upgrade Light, when you cast it twice on an object, the light shed increases by an additional 10ft.
  • If you chose to upgrade Mage hand, you can now use mage hand to deal an unarmed strike as an action and apply Elemental fighting 's damage if it's activated. You can't use your upgraded damage die for your attacks using Mage hand, and you can't use anything other than unarmed strikes with it. You can only use the benefits if you cast it using this.
Boxer

  • Boxing:
    • Boxer's focus You can expend 2 ki points to enter an extreme focused state as an action or bonus action, the time equals to your monk level in minutes, and the end of each of your next turns after activating this, you must spend 1 ki point to keep it active. Each time you use an unarmed strike on a target, they roll a 1d20 CON save. The save DC starts at 0, and each time you successfully hit a creature with an unarmed strike, the DC goes up by 1 for that creature and it applies a "Boxer's K.O." mark on them (Like a hunter's mark in a sense.). Flurry of blows applies the mark twice, but the save once. (Unless your DM allows you to apply them all) . On a failed save, the creature gets knocked out and becomes unconscious for 10 seconds(Or the end of their next turn.). At the start of a creature's turn if it has at least one Boxer's K.O. mark on them, they can roll a saving CON throw VS the amount of Boxer's K.O. marks+Your proficiency+Your STR modifier. If they succeed, a number of Boxer's K.O. marks are removed from them equal to their CON modifier (At least 2.)  If they fail or succeed, two Boxer's K.O. marks are removed in addition to the successful saving throw if succeeded. A creature with Boxer's K.O. mark will have marks removed equal to any healing they receive. Once per combat, the first time you attack a creature applies extra Boxer's K.O. marks equal to half your STR+WIS modifier rounded down, and if you miss the attack, you don't apply this effect again on the same creature until you take a short rest. If the target is an object, if you can't knock it out using the Boxer's K.O. mark , you can instead make it fall prone if it's at most 2 sizes larger than you, and reduce it's AC by a 1d4 until it's mended or healed by any way, where as it would regain half the amount it healed rounded down to it's AC that it lost due to this effect. 



    • When you use your Martial artist's flurry , you can use Flurry of blows as an attack instead. Using it this way costs 2 ki points.
    • When you provoke an opportunity of attack when moving away from a creature, you can spend 1 ki point to give them disadvantage on the attack roll.
    • You gain +1 to your AC

Kickboxer

Kickboxing:

  • You can alternate between punching and kicking. Both use the same damage die roll. 
  • Kickboxing's combo: Once in each of your turns, once you perform a combo successfully, you can choose one combo finisher as a part of the last unarmed attack's action or bonus action. Performing a combo requires you to successfully make 5 successful attack rolls in a row in a single turn at level 6, and at level 12 the number of successful attacks required is 4. Additionally, if you take damage in any way, the combo resets to 0. Your combo finishers do not apply modifiers to their attack roll or damage die unless stated otherwise.

    Combo finishers:
  •  Sweeping hurricane: You can spend 2 ki points and use your legs to sweep around yourself at all creatures in your unarmed strike range, while jumping forward up to 5ft per half your DEX modifier rounded down to an unoccupied space. Every creature in your unarmed strike striking distance that you passed by without at least half cover must roll a saving throw with a DC equal to Your WIS modifier+Half your monk level rounded down+Your profeciency. On a failed save, they become prone if it's possible, and take equal damage to your unarmed strike die. Additionally, each failed or successful save counts for the Kickboxing's combo and allows you to perform another finisher if you successfully perform a combo in this way once you have 17 levels in this class. The amount of distance covered counter for your walking speed, and you can't travel this way more than you would be able to in one turn.
  • Staggering impact: You can spend 2 ki points and attack with a normal attack roll on a specific body part with brute force. If you succeed, a different effect will be applied depending on which part you chose to strike.

    Attacks on a creature up to a maximum one size larger than you, or two sizes larger than you if can reach the bodypart somehow:
    1.If you strike the stomach or chest successfully, they roll a CON saving throw with a DC equal to Half your monk level rounded down+your proficiency+STR if they fail,for their next three turns, their breathing time is halved if they're holding it, or you subtract their next saving throw related to holding breath equal to your STR modifier, they also are unable to cast spells requiring the verbal component on their next turn. They can repeat this saving throw at the end of each of their next turns until the third turn where this effect ends at the end of their turn, and each time they repeat the saving throw, the DC save requirement drops by 4. Additionally you may push them back by 5ft as a part of this attack. The creature has advantage on their saving throw if they're wearing heavy, medium or light armor. (DM gets to decide depending on the armor and where it covers.)
    2. If you strike the head successfully, the creature rolls a CON save with a DC equal to Half your monk level rounded down+your proficiency+WIS modifier. If they fail, they get stunned until the end of your next turn. They can repeat this saving throw at the end of their turn. The creature has advantage on the saving throw if they're wearing something protecting their head. (DM gets to decide)
    3. If you strike the arm, you cause a severe bruise, they roll a CON saving throw with a DC equal to Half your monk level rounded down+your proficiency+STR, if they fail, they drop whatever they're holding with that arm or carrying(As disarming too.), and they can't pick it up using the same hand on their next turn. They can repeat this saving throw at the start of their next turn. The creature gets advantage on their saving throw if their arms and hand are protected enough. (DM gets to decide.)
    4. If you strike the throat, the creature rolls a saving throw DC of Half your monk level rounded down+your proficiency+STR, if they fail, the damage die for this attack are rolled as a critical hit.
    5. If you strike the legs, the creature rolls a saving throw DC of Half your monk level rounded down+Your proficiency+DEX, if they fail, the creature will be prone for up to a maximum of two turns from this effect. The creature can roll at the start of each of it's turns to get up. If they fail the roll, they still expend half their movement.
    6. If you strike an object, either an animated one, animated structure or normal structure, the object rolls a saving throw DC Half your monk level rounded down+your proficiency+STR, if they fail,  you can reduce it's AC by 1d4 until it heals or it is mended if possible, or other means that fix the cracks or hole your strike caused.
    7. If you strike a creature more than two sizes larger than you, the creature rolls a STR saving throw of Half your monk level rounded down+Your proficiency+WIS. If they fail, your attack on them is a critical hit.

  • Fast followup:  You can attack an extra amount of times up to your proficiency modifier or DEX modifier whichever one is higher+Your CON modifier and the charges are refreshed on a long rest (Meaning you can use this with 4 extra attacks the first time then 4 extra attacks the next time if you have +8 proficiency and +0 CON) and you can only make extra attacks equal to your DEX modifier at the same time , the first attack costing 1 ki and each additional attack costing one additional extra ki point (Meaning first one costs 1, second 2, third 3, fourth 4 etc.. For a total of 10 ki points if making 4 attacks.), with the damage roll of 1d4 adding your DEX, STR or WIS modifier to your damage only once a turn using this effect, and each time it hits. For every successful attack in a row, increase the damage die by one, and on a miss, the damage die resets to 1d4. (1d4 becomes 2d4 becomes 3d4 etc.. Until it misses then becomes a 1d4 again, then you hit after that it still increases to 2d4 etc..) Each strike made counts towards your combo and resets on a miss just as it normally would.

Kung Fu



3. Kung Fu: You use swift movements for your attacks and have better body control than most other fighting styles.

    • You can alternate between punching and kicking.
    • Your walking speed increases by 5ft, additionally if you have walking, flying and/or swimming speed, that increases by 5ft.
    • Counter attack. You can spend two Ki points to counter attack a creature in range an attack roll that is within your unarmed strike range. Before a creature's attack roll is decided attacking you,  you can make your own attack roll first, and if you successfully hit them, you can additionally spend 1 ki point to give them disadvantage on their attack roll after making your own successful counter attack. You can only use this a number of times equal to your proficiency, and it's uses reset after a long rest. You spend 1 additional ki point for each size the creature is larger than you, and can use it on a creature a maximum two sizes larger than you.
    • Deflect missiles upgrade:  You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 2d6 + your Dexterity modifier + Your Wisdom modifier + your monk level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand or two hands that are free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 10 feet x Your Strength modifier and a long range of 30 feet x Your Strength modifier. 
    • On a critical hit, you can spend up to 3 ki points to increase a damage die by one for each 1 ki spent this way instead of the normal critical hit damage roll.
    • You can change the weapon die damage for a monk melee weapon you are proficient with equal to your unarmed strike damage die instead.
    • You can use flurry of blows using your monk weapon's hilt.
    • You gain proficiency in one weapon of your choice that is finesse or simple. That weapon is considered as a monk weapon for you.

Martial art master

  • At 17th level, you gain additional benefits for each fighting style, and you are at the peak of mastery with that fighting style.
    All fighting styles get Elemental fighting
    Elemental fighting.
     You can spend 2 ki points as a bonus action, and requires 1 ki point at the start of your turn to maintain,  to cover your arms and legs with an element. You add a 1d4 to your unarmed strikes as either cold, fire, lightning, radiant damage, and you can treat the attack as that element for the purposes of resistances to bludgeoning damage or vulnerability towards the damage type. Kung Fu fighting style allows you to add this bonus to their monk weapon.
  • You can attack twice as a part of the attack action.

Intermediate martial artist

At 11th level, your fighting styles gain additional benefits. And you gain ki equal to double of your wisdom modifier instead, with your Ki Adept.

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