Base Class: Monk
Monks who follow the Way of the Pugilist decide to hone their monk skills not in the ways of mindfulness or tranquility, but more of how best to pummel their enemies into the dirt with their own two (or more) fists. These fighters can often be found putting their talent of fisticuffs towards things like entertainment for commoners, often in the form of a professional sport - engaging in unarmed bouts against a similar fighter within a roped arena. Many other monk traditions look down on those who follow this path; some don’t even consider them to be monks at all, but rather boastful brutes who use their training for financial gain. Pugilist Monks don’t seem to mind either way - they’ve chosen this path and don’t care what others think. Wherever your feelings of these monks may lie, one thing is certain: don’t underestimate those who follow this path of combat, for while their martial art may lack finesse and grace, they more than make up for it in skill, brutality, and resilience.
Outboxers are slippery and calculating when they fight, focusing on keeping out of range while capitalizing on their opponent’s mistakes. These fighters act in a more tactical sense than the other styles, and they are sometimes very hard to pin down.
Boxer Style
Starting when you pick this subclass at level 3, you choose a Boxer Style which will determine the features you gain as you level up. There are 3 different Boxer Styles.
Outboxer:
Outboxers are slippery and calculating when they fight, focusing on keeping out of range while capitalizing on their opponent’s mistakes. These fighters act in a more tactical sense than the other styles, and they are sometimes very hard to pin down.
Minor Circuit - Counterattack
Starting when you choose this tradition, and Boxer Style, at 3rd level, you have learned how to capitalize on the mistakes of your opponent. Whenever a creature within 5 ft of you fails an attack roll, you may make an unarmed strike against the creature as a reaction. You have advantage on the attack roll if the creature targeted you with its attack roll. You are also able to make two reactions in one round of combat, and three reactions at 11th level.
Minor Circuit - Bob and Weave
Starting when you choose this tradition, and Boxer Style, at 3rd level, you have become deft in your ability to sidestep enemy attacks. You may choose to use the Patient Defense feature without spending a Ki point. You may use this feature a number of times equal to 1 + your Dexterity modifier, and you regain all expended uses when you finish a short or long rest.
Major Circuit - Goading Setup
Starting at 6th level, you have become proficient in spurring enemies into attacking you, readying yourself for a counterattack. As an action, you choose a number of creatures you can see within 30 ft. of you up to your Wisdom modifier. Those creatures must succeed on a Wisdom saving throw, or be forced to spend their turns moving closer towards you, and attacking you with a melee attack if they come within melee range. A creature who fails the saving throw may repeat the saving throw at the end of their turn, ending the effect on a success. You may use this feature a number of times equal to your proficiency bonus and you regain expended uses on a short or long rest.
Major Circuit - Deft Concentration
Starting at 6th level, your slippery, calculating tactics have extended to your mind as well. You have advantage on Wisdom saving throws.
World Circuit - Debilitating Counter
Starting at 11th level, your countermeasures have become more damaging to your opponents. Whenever you hit a creature with an unarmed strike as a reaction, that creature’s movement speed is reduced to 0. The creature must also succeed a Strength saving throw or be knocked prone.
Champion - Critical Mistake
Starting at 17th level, you have learned to completely decommission a creature when they make a mistake in combat. Whenever you hit a creature with your Counterattack feature, that creature must make a Constitution saving throw. On a failure, the creature is rendered unconscious for 1d4 hours. If a creature critically fails their attack, that creature is immediately rendered unconscious, no Constitution save necessary. If the creature succeeds, you may subject them, then, to your Debilitating Counter feature. Once a creature is rendered unconscious using this feature, you can’t use it again until you finish a long rest.
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