Base Class: Monk
Where other ways of monastic tradition teach their pupils to become masters of using the magical force in all living things, the tradition known as the Way of the Boxer teaches its urban bound students to become unrelenting, unstoppable forces of strength and muscle. They learn to overpower the strongest foes and to withstand blows much stronger than themselves, to throw punches that throw foes off of their game, and ultimately master the king of punches. The last word in the debate of a fight. The students of this school stand up against the harsh system of a civilized world, fighting against a world that tries to keep them under others. What they learn is that when you don't have any further to fall, it's a hell of a lot easier to stand back up.
Breaking Tradition
When you take this tradition at 3rd level, you can use your Constitution modifier in place of your Dexterity modifier for you Unarmored Defense feature.
Guard
As a boxer, you know how to take a beating and how best to absorb the damage of even the hardest hits. Starting at 3rd level, as a reaction to taking damage, you can spend 1 ki point to gain resistance to the damage dealt by one attack or damaging effect until the start of your next turn.
Jab
The jab may not be as flashy or as strong as other punches but it makes its name as being the greatest and most fundamental punch in a boxers arsenal. It's speed, penetration and ability to set up for any other punch gives it this famous quality. Starting at 3rd level, before you make unarmed strike you can designate it as a Jab. When you do so, you gain a +10 bonus to the attack roll for this attack. Should this attack hit, it will deal half damage. In addition, if your Jab hits, the next unarmed strike you make on your turn has a critical hit range of 15-20.
Counterpunch
At 6th level, your experience in fights has to lead you to the realization that a stronger opponents power can be used to their detriment. You gain the following Counter Punches:
- Counter: If an enemy within 5 feet of you targets and misses you with an attack, you can use your reaction to spend 1 ki point to make an unarmed strike against the enemy, with a +5 to the damage.
- Feint: When a creature makes an attack roll against you, you may spend 1 ki point and gain a +2 to your AC, potentially causing the attack to miss.
- Duck and Dash: When a creature misses you with a ranged attack, you can spend 1 additional ki point to move up to half your speed towards the creature.
Power Blow
You learn how to increase the force behind your punches, improving their destructive power. At 11th level, you may use any of the following power punches when you land a critical hit with an unarmed strike.
- Liver Blow: You force the creature to make a Constitution saving throw or be incapacitated until the end of your next turn.
- Gazelle Punch: You force a Large or smaller creature back 5ft. They then must make a Strength saving throw or be pushed back an addition 10ft.
- Haymaker: You roll the damage die of your unarmed strike twice when determining damage for this attack.
Additionally, anytime you have advantage on an attack roll against a creature, you have a critical hit range of 15-20.
You may learn new Power Punches from various places in the world but this is ultimately up to your DM's discretion. New Power Punches should be no stronger then the ones present here.
K.O. Punch
Every fighter, be they experienced or new, seeks to land the punch that ends not just the fight, but all fights onward. The punch whose impact echoes into the future as a reminder of who the champion is, of who sits on the throne, of who is the strongest. Perhaps, you can land such a blow.
Starting at 17th level, you build up a K.O. Gauge against an individual opponent by landing blows against them. Connecting with an attack against an enemy increases your meter by 5, while hitting with a critical hit increases your meter by 10. When your gauge reaches 100, you can attempt a K.O. Punch. Make an unarmed strike as a Power Punch against that creature, on a hit the target must make a Constitution saving throw. On a failed save, provided the target has 100 or fewer hit points, the target drops to 0 hit points. On a successful save or if the target has more than 100 hit points, they take an additional 10d10 bludgeoning damage from the unarmed strike. If the attack misses the target, the target takes 5d10 bludgeoning damage and must succeed on a Wisdom saving throw against your Ki Save DC or become frightened of you for 1 minute as the force behind the attempted blow strikes fear into their heart. Your K.O. Gauge resets to 0 after a K.O is attempted, when you make an unarmed attack against a different creature, your chosen foe is killed, when the encounter is over, or when you fall unconscious.







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Posted Mar 16, 2022I was looking over the actual class and seeing the stats stacking up:
Adding the +10 to hit when you're already stacking up an increased chance to do a crit would make it pointless. Because as soon as they hit that minimum without the dice roll it will just do it intended crit damage. The class is nice, but just need some little touch up where it makes it easier to handle from both a DM and player standpoint. Don't make it overpowered on abilities where a DM is like "I have to focus on dealing with the one person instead of the group having fun".
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Posted Jun 12, 2020https://www.dndbeyond.com/subclasses/465713-way-of-the-boxer
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Posted May 28, 2020Heya, I'm using this class and here's a little feedback from my experience playing with it :
I have not progressed beyond these class traits so far, so can't comment on the Counter Punches, Power Blows or K.O Punches just yet. I really like the idea behind a lot of this and am looking forward to the level 6 class abilities, but so far, it's been a lot more RPing as a boxer than using this subclass. I'm still inclined to upvote this subclass as it does set a wonderful foundation for a Boxer character.
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Posted May 17, 2020https://www.dndbeyond.com/subclasses/465713-way-of-the-boxer
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Posted May 15, 2020I don't know if you box but I've been excited to develop a boxer build because I just hopped on D&D and have been boxing for 7 years so I have a little input for the mechanics.
Currently working a Pugilist/Combination focused boxer and this is a great starting point so I'll come back to this page and link it.
Breaking Tradition: I supplemented Intelligence for Wisdom here to keep "The Sweet Science" canon.
Jab: Probably only +5 here and build to the + 10 by level 17. (+5, +7,+10) You can feel like you're actually getting better and appreciate earning the levels.
Feint: This is used to expose an opponent's weakness and set up another punch. I'm adding this to my sheet as, Use a Combo (Ki) point to gain advantage on your next unarmed strike which also has a critical range of 15-20.
Also feel that the power punches could be tweaked to read "On a critical hit spend 1 Ki point" for balance purposes and to mae it more interesting as to when you should withhold Ki points.
Anyways, this is a great jumping off point. Can't wait to see an update!
-RedPaladin44
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Posted Feb 12, 2020I just mean that you get +10 to your attack bonus at level 3 and it just sort of stays at +10 for the duration of the character. Sure your attack bonus naturally goes up as you level, but that would happen anyway. I'm just wondering if you started lower and worked your way up to +10, if it would feel more rewarding level over level. Like at level 3 your jab is faster than most and at level 10 it's so damn fast people tell tall tales about it. I usually prefer when a subclass gives me features early that get better over time rather than a fully formed one out of the gate. The feeling that everything is improving even as you get new features keeps me engaged, personally.
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Posted Feb 12, 2020I mean, there's the war cleric at level 2 with their channel divinity, but to be fair it is a limited resource.
Do you mind if I ask what you mean by "plateau on that ability pretty early"?
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Posted Feb 12, 2020Another point about the flat +10 at level 3 means you just kind of plateau on that ability pretty early instead of feeling like you're improving as you go. If you look at the progression of other subclasses in the game, nothing at level 3 is +10 (with the exception of some expertise skills). It's a big number in a system that's based around 20 being the max in most cases. Just something to consider.
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Posted Feb 11, 2020The way I saw it, a jab isn't technically something that is more advantageous. It's just a punch that puts more focus on speed rather than power. To hit and combo into another punch, so the punch after is more powerful.
As far as the crit range, It only accounts for the next punch you land on this turn, and a monks punching dice aren't really that big, so I figured it would be okay. I mean, the biggest they get is a d10. So at best(assuming they don't use their power punch options or any other special buffs) the most they could do with a normal punch would be about 30 bludgeoning damage at level 20. I feel like giving a bigger crit range in exchange for making the previous attack deal half damage is okay.
I'll admit though, I haven't gotten to really test this out in a game. If I get the chance or some feedback that says it's way to broken, I'll see what I can do.
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Posted Feb 11, 2020Jab seems a little OP for 3rd level. Instead of +10 how about advantage or maybe add proficiency bonus again so that it scales with your level? Instead of 15-20 crit rang, how about 17-20 or once again adding half proficiency bonus so that it scales?
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Posted Mar 19, 2019Alright, cool! Thanks for the quick reply!
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Posted Mar 19, 2019Only the ones that are listed as a reaction use a reaction. The ones that don't are just things you make do when the criteria are met.
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Posted Mar 19, 2019Just realized that I have only one issue with this subclass, and it's some slightly confusing wording on Counterpunch. Do all of them use a reaction, or does it only use a reaction when it says it uses one?
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Posted Mar 19, 2019Just wanted to come in and comment that this is one of the best Monk subclasses I've seen! It's incredible as a whole, and keeps the Monk vibe, without ruining the feeling of a boxer. A strong individual who's trained to become a badass Ki warrior, capable of destruction, and feats of incredible prowess.
Love the flavor behind it, too, so it really ties it all together into being a great subclass. Upvote from me!