Base Class: Fighter
Those who hone the Boxer employ devestating punches to rattle their enemies. To a Boxer, combat is a boxing ring, and will do whatever it takes to win with their bare hands.
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.
Boxing Strikes
When you choose this archetype at 3rd level, if you aren't using the unarmed fighting style, your unarmed strikes become d4 + STR modifier. Additionally, you can use unique punches for your unarmed strikes. See the list below for details. If the strike uses a saving throw, the DC is equal to 8 + your proficiency bonus + STR modifier.
- Uppercut: You swing your arm upwards into their chest with an unarmed strike, forcing a Strength saving throw. On a failed save, the target is moved 5 feet backwards. On a successful save, the target does not move.
- Body Shot: Exerting all of your strength, you punch the target into their midsection in an attempt to knock the wind out of them. The target must make a Constitution saving throw or have disadvantage on attack rolls and have their speed halved until the start of your next turn. On a success, the target doesn't receive the disadvantage, but still has their speed halved.
- Shadow Boxing: You can attempt to feint the enemy by faking punches. They must succeed on an Intelligence saving throw, or get disadvantage on all attack rolls as they are too busy guarding themselves. On a successful save, the creature is unaffected by the feint and has no penalty.
- Gazelle Punch: The gazelle punch involves bending slightly at your legs to build explosive energy before lifting from a lowered position to execute the technique while lunging at your opponent. On a hit, you receive the benefits of a critical hit. The damage of this punch is a d6, regardless if you don't have the unarmed fighting style.
You can use each strike an amount of times equal to your proficiency bonus, and regain all expended uses on a long rest.
Combat Styles
When you choose this archetype at 3rd level, you learn three combat styles which are detailed below. The duration of these styles last an amount of rounds equal to your proficiency bonus.
- Dempsey Roll: You can use an action to use a tactic known as the "Dempsey Roll". When you start this action, your Armor Class increases by 3, and all attacks against you have disadvantage as you hold a powerful block whilst weaving in a lemniscate motion, but you cannot take any actions for the duration. If you take any damage from a weapon or another source, such as spells, during the Dempsey Roll, it will end early.
If you do not take any damage for the duration, you gain a bonus equal the rounds spent dempsey rolling to your attack rolls with unarmed strikes until the end of your next turn. If you spent four rounds using the dempsey roll, you get a +4 bonus to attack rolls. You can end the dempsey roll (no action) early, but it will reduce the damage bonus. - Infighting: You can use a bonus action to activate the infighting style. Your walking speed increases by 10. If you land an attack with infighting active, you can add a +5 damage bonus to your unarmed strike for that attack.
- Counter-stance: When you enter this style, you can use your keen senses to stop an attack from hitting you by hitting them back just as hard. When a creature makes a melee attack roll against you, including spells, you can reduce the damage equal to your fighter level + d6, and attempt to hit them with an unarmed strike as a reaction. If you successfully hit them, they are unable to take reactions until the start of your next turn.
You can use each combat style an amount of times equal to your proficiency bonus, and can have only one style active at a time. You regain all expended uses on a long rest.
Divergent Fist
Starting at 7th level, your punches become imbued with magic from the soul. Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Boxer's Endurance
At 10th level, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Heartbreaker Shot
Starting at 15th level, you can aim your punch towards your target's heart to deal devastating blows. The target must make a Constitution saving throw or become stunned until the end of your next turn. On a successful save, the target's speed is reduced to 0 and cannot benefit from any bonuses to it's speed.
The saving throw's DC is 8 + your proficiency bonus + STR modifier. You can't use this feature again until you complete a long rest.
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.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
6/22/2024 2:05:16 PM
|
3
|
0
|
--
|
Coming Soon
|
Comments