Barbarian
Base Class: Barbarian

Barbarians who follow the Path of the Boxer don't use traditional weapons, but instead prefer their own fists to dominate in close quarters combat with their techniques, resilience and unwavering determination, whether that be in the ring or on a battlefield.

Boxing Style

Starting at 3rd level, your Unarmed Strikes deal 1d6, and if you are not using a shield you can make an Unarmed Strike using your Bonus Action.
When an attack roll is made against you and their roll is equal to your AC you Slip the attack, reducing the damage taken from the attack by half, even if the attack was a Critical Strike.

Unarmed Strike die size increases at levels 6, 10, and 14.

Roll Counter

Starting at 3rd level, when you are hit by an attack you can use your Reaction to Roll, adding your Proficiency Bonus to your AC, potentially causing that attack to miss, this AC lingers until the start of your next turn.

If you cause an attack to miss by using Roll Counter you can choose to forgo the lingering AC boost to instead make an Unarmed Strike against the same creature if they are within reach.
Charges equal to Proficiency, you regain one charge after a Short Rest and all charges after a Long Rest.

Super Armor

Starting at 3rd level, whenever you Crit with an Unarmed Strike against an Enemy you gain Temporary Hit Points equal to your Barbarian level plus your Con Modifier.
If you are Raging, you also become Resistant to all damage until the start of your next turn.
The Temp Health disappears after a minute.

Combo Breaker

Starting at 6th level, when a creature within your melee reach lands a second attack against you during the same round, you can use your Reaction to instantly make an Unarmed Strike against the same creature, if this attack lands they have Disadvantage on attack rolls until the start of their next turn.
If you Slip an attack you can make this attack without using your Reaction.

Power Through

Starting at 6th level, when you land Combo Breaker you gain the benefits of Super Armor.

Round Two

Starting at 10th level, once per Short Rest when Stabilized, or your turn starts and you would normally roll a Death Save you can choose to roll a number of Hit Die up to equal your Proficiency Bonus to regain Hit Points equal to the total rolled plus your Con Modifier for each.
You gain a level of Exhaustion and can take your turn normally, even if it is not your turn you can stand up from Prone immediately.

Dempsey Roll

Starting at 14th level, as you land Unarmed Strikes during combat you begin building momentum, whenever you land an Unarmed Strike against an Enemy, or cause an attack to miss you with Roll Counter add a charge to this ability.
Whenever you Slip an attack or land a Critical Unarmed Strike add two charges to this ability instead.

Once you have at least ten charges you can unleash a Dempsey Roll at any time when any of the following conditions are met: you land a Critical Unarmed Strike, a hostile creature Critically fails an attack roll while within your melee reach, or you land Combo Breaker.

When Dempsey Roll is activated all of your charges are consumed, and you make a Unarmed Strike against the same creature for every two charges consumed, if it is your turn you can add any other Unarmed Strikes you have left during your turn to Dempsey Roll.
If you landed at least four attacks during Dempsey Roll you can use your reaction to use Cratering Finish, if you landed at least six attacks you can use Cratering Finish without costing a Reaction.

Missing two attacks in a row ends Dempsey Roll early, attacks during Dempsey Roll do not accumulate charges for this ability, maximum charges are equal to your Barbarian level, and are reduced to zero after a Short or Long Rest.

Cratering Finish

Starting at 14th level, as a Reaction to ending Dempsey Roll and landing at least four attacks, or for free if you landed at least six attacks, you make one final heavy attack against the same target.
If Cratering Finish hits you gain the benefits of Super Armor, and for every attack landed during Dempsey Roll, Cratering Finish deals 2 additional Bludgeoning Damage and launches your target 10ft away in a direction of your choice.

If they impact a wall or other surface they take Fall Damage based on the remaining distance they would have traveled.

Previous Versions

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