Fighter
Base Class: Fighter

A Boxer is one who has trained in the art of up close and personal combat. They specialise in the use of their fists and are commonly appraised as prized fighters who fight for show and entertainment. By utilising their training in quick footwork, powerrful strikes, and good endurance, they can defeat their enemies without the use of weapons, or be slowed down by protections commonly used by others. The most skilled of Boxers can slip through the defences of others with their strikes, as such is their training.

Unarmored Defence

Beginning at 3rd level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Constitution modifier + your Strength modifier.

Fighting Prowess

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

You can also make one Unarmed Strike as a Bonus Action only if you have also used Unarmed Strikes during the Attack action.

Slip and Counter

If you are attacked with a Melee attack by someone within 5ft of you, you can use your reaction to potentially counter the attack. Roll an Unarmed Strike, and if the result is higher than the attack aimed at you, then you slip past the attack and can roll damage back at your attacker. You can do this an amount of times equal to your proficiency modifier per Short Rest.

Combination Haymaker

You attack with such ferocity and precision, that you can create openings in your opponents defences to land a devistating blow. If you declare at the start of your turn that you wish to perform this combination, at the cost of a -2 to hit your attacks, you make your attacks as per normal and you must include your Bonus Action Unarmed Strike in this flurry. If you land all of your attacks you can perform an extra Haymaker attack at the end. You do not take the -2 penalty for this devestating Haymaker, and it is an automatic Critical Hit.

If you land this Haymaker, your target must roll a Constitution Saving throw. DC is calculated as 8 + Proficiency Modifer + your Strength Modifier. If the target fails, they are stunned until the end of their next turn. You can only perform this Combination an amount of times equal to your Proficiency Modifier per Long Rest.

Exeptional Endurance

After all of your experience and training, you have built a hardy body and strong will. Any time you need to make a Constitution or Strength Saving Throw, you make it at Advantage. Also your body has learned to weave itself together faster than normal. If your Hit Points are below half of your maximum, you regain 5 + your Constitution Modifier Hit Points at the start of your turns.

Unyielding Heart

Your force of will and spirit become so strong and adamant that you can push yourself to the very limits of your physical body. Once per day, should you get knocked down to 0 Hit Points, you do not go unconscious, but remain standing to continue the fight. You still have to make Death Saving Throws at the beginning of your subsequent turns if you are not healed, and will die if you fail three Saving Throws. However you may still fight and act on your turns. Taking damage while in this state still affects your Saving Throws as per normal.

For every turn that passes while you are in this state you will gain one level of Exhaustion, taking effect when you are brought back to conciousness. This ability also allows you to make Saving Throws agains the Stunned condition with Advantage.

Dazing Blow

You have gained such precision and strength with your strikes to the point that all enemies, even spellcasters should fear you.

If you are within 5ft of someone casting a spell, you can use your reaction to make an Unarmed Strike. If you hit, the target needs to make a Constitution Save. DC = 8 + PM + STR Modifier. On a fail, the spell fails and the spell slot expended. If they succeed, the spell is cast as per normal. 

Also, if you are within 5ft of someone making a Melee attack, you can use a reaction to make an Unarmed Strike. If you hit, the target needs to make the same Constitution Save, and on a fail, is Stunned. They can make the Saving Throw at the end of their subsequent turns to break the Stun. 

As a part of this reaction, after making the Strike, you may move up to half of your movement without provoking any opportunity attacks.

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