Monk
Base Class: Monk

Boxer. BIG PUNCH.

Prize Fighting

Starting at 3rd level, you can assume the stance of a particular boxing style listed below, provided that you aren't wearing armor or holding a shield or weapon of any kind. You settle into the stance, gaining certain benefits.
You can use a bonus action or spend 1 ki point (no action required) to enter or switch between stances. The stance is dropped if you are incapacitated, if you don armor or a shield, or if you draw a weapon. You can also drop the stance at any time (no action required). While maintaining a boxing stance, unarmed critical hits restore 1 missing Ki point.

Turtle Stance: Your AC improves by 1.

Flicker Stance: When you make an unarmed strike, your reach for it is 5 feet greater than normal.

Brawling Stance: You gain a +1 bonus to damage with unarmed strikes.

Focused Training

At 6th level, your Boxing Stances gain the following traits:

Turtle (1-2-3): If both flurry of blows attacks hit an single creature, an additional unarmed strike can be made against the same creature. If this attack hits, the creature becomes Dazed, and is considered to be under the effects of the Confusion spell until the end of its next turn. Once they have recovered from the effects of being Dazed, they are immune to its effects for 1 hour.

Flicker (Feint): You may use a bonus action to attempt a feint, taking an opponent off guard and gaining a bit of breathing room. Make a Intimidation or Deception check against a creature within range of your unarmed strikes. The creature makes a contested Insight check against you, and on failure becomes frightened of you until the start of your next turn, and you regain 2 missing ki points. On success they are immune to this effect for 1 minute. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the effect ends for that creature.

Brawling (Butcher): When you make your first attack on your turn, you can decide to butcher your target, strengthening your blows at the cost of harming yourself with the added strain. Your unarmed strikes deal an extra 1d4 damage, and at the end of your turn you take take 2 damage for each attack made this turn. The damage taken can be negated by spending 1 Ki point.

Ranked Challenger

Starting at level 11, you learn maneuvers that help you keep up with opponents that would otherwise have an advantage by wielding weapons when you choose not to. The following abilities gain additional effects:

Deflect Missiles: This feature can now be used against melee attacks, and if the damage of a melee attack is reduced to zero, a melee attack can be made against a creature within 5 feet using the weapon used for negated attack. You make this attack with proficiency, regardless of your weapon proficiencies, and the weapon counts as a monk weapon for the attack.

Patient Defense: If a creature misses you with a melee attack while you are under the effects of Dodge, you may make an unarmed strike again that creature.

Step of the Wind: You may choose to both Disengage and Dash as a bonus action, instead of picking one.

World Champion

At 17th level, close study of the masters of your boxing styles have allowed you to emulate their most devastating moves. Unarmed critical hits triple the dice instead of doubling them, and your stances' initial effects are replaced by the following:

Turtle (Tyson): Your AC is improved by 3, and using Step of the Wind no longer requires spending a ki point.

Flicker (Hearns): When you make an unarmed strike, your reach for it is 10 feet greater than normal, and using Patient Defense no longer requires spending a ki point.

Brawling (Ali):You gain a +3 bonus to damage with unarmed strikes, and using Flurry of Blows no longer requires spending a ki point.

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