Monk
Base Class: Monk

Monks of the way of the Boxer have forgone their temple training in search of challenge and fame. Fancy footwork, deft head movement, and flashy combinations separate the Boxer from the average brawler. They learn to control the fight and lead their opponent around the ring that is ever present in their mind's eye, never losing focus and constantly anticipating the opponent's next move.

Boxers do not use traditional weapons, their fists are dangerous enough. They are, however, capable of wearing gloves, knuckle dusters, and other types of fist covered weapons to augment their attack. An underground fighter might wear dusters with wicked spikes on the end while a mercenary may have weighted gloves with hardened knuckles. These gloves add 1 damage to your melee attack damage modifier (STR or DEX whichever is higher) and any damage type that makes sense with your character upon consulting your DM. (Piercing, bludgeoning, fire, radiant, etc.)

When adopting this style you now only have proficiency with Gloves and no other weapons Gloves as a weapon type include any hand covering that enhances your ability to punch while leaving your hands empty such as (brass knuckles, boxing gloves, hand-wraps, SAP gloves, and anything else you can imagine!), Flurry of Blows, Patient DefenseStep of the Wind, and Deflect Missiles will be replaced by: One, Two, Three!, Slip!Waltz, and Parry! (Detailed below)

One, Two, Three! is a three punch combo that requires a Combo point (explained further in detail in the Feats section).
Slip! - As a reaction, spend one Combo point to cause an attacking creature to roll with disadvantage on their next melee attack (physical or magical, and does not include area of effect spells or attacks) if the creature misses you may take an attack of opportunity with the critical range expanded to 18-20.
Waltz - As a bonus action you may spend a Combo point take the disengage action, dancing away from your current opponent still in a fighting stance, and ready an attack, if a creature enters your threatened area you may make an attack of opportunity with advantage and the critical range expanded to 18-20.
Parry! - As a reaction you may deflect a melee attack and reduce the damage by 1d10 + Dexterity modifier, you may then make an unarmed attack with advantage.

  • Starting at level three your Unarmored Defense converts from using Wisdom to Intelligence as your AC modifier. You may transfer your Wisdom points (if any) to your Intelligence stat.
  • Starting at level 3 any Ki points previously earned or that you would earn in future levels convert to Combo points and fuel your Combo punches/abilities.
  • Your Combo save DC becomes 8 + Proficiency + Intelligence modifier.

Iron Chin
At level 4, replace Slow Fall with Iron Chin - Whenever you would be afflicted with the Stunned  or Unconscious effect you may use your reaction to ignore the effect. 

Over Hand
At level 5 Stunning Strike becomes Over Hand - Starting at 5th level, you can finish any off any combination with a mighty right hand. Bringing your right hand up and over you slam it down on your opponent's head. Using a Combo point you may knock your opponent straight onto it's rear, knocking it Prone until the end of it's next turn.

Magical Contingency
At level 6, you've fought long enough to know that there wizards, elementals, gods, and all manner of magical creatures in this world and that your fists, your physical prowess may not be enough to break through their special defenses. Employing the work of other magic users, you've found a way (through tattoos, runes, spells, or any other imaginative way you can think of)  to bolster your fists with magical energy. You may now add two elements (one for each fist) to the damage type you deal. Gloves with an augmented damage type override your Magical Contingency When you connect with more than one hit in a single turn you alternate the damage type and when landing a single hit you may choose which damage type it is. 

Steel Body
At level 10 replace Purity of Body with Steel Body - you now have advantage on all Constitution saving throws. Increase your health by your current level + your Constitution Modifier.

Fighter's Connection
Starting at level 13, you are now a widely traveled and wise fighter, replacing Tongue of the Sun and Moon with Fighter's Connection  - you've spent time learning from and trading skills with like minded fighters from all backgrounds and cultures, and in order to do that you picked up their language on the way. You now speak and understand any and all languages of the races that you have fought against.

 Feint
At level 14 replace Diamond Soul with Feint - As a bonus action you may spend 2 Combo points, raising your hand in a quick motion as if to strike, you cause you opponent to flinch and your opponent's AC is lowered by 2 you also increase the critical range of that attack to 18-20.

Liver Blow
At level 15 replace Timeless Body with Liver Blow - When you hit with a normal attack you may spend 1 Combo point to change that attack to a Liver Blow, adding the Incapacitated condition to the opponent and dealing the damage as normal.

Bloody Counter
At level 18 replace Empty Body with Bloody Counter - After fighting so long, you understand that no fight can be ended without taking your share of hits. When you take damage and your opponent is within 5 feet of you, using your reaction you may spend 4 Combo points and roll an attack with advantage, your critical range is increased to 15-20 and your damage die for this punch is 2d8.

The "Sweet Science"
Starting at level 20 replace Perfect Self with The "Sweet Science" - You now have proficiency in all saving throws. Also, anytime you would spend more than one Combo point for any ability, lower the cost of that ability by 1 Combo point.

 

One, Two, Three!

When you choose The Way of the Pugilist, Flurry of Blows converts to One, Two, Three!

Starting when you choose this training at 3rd level, you can build a 3 hit Combo by spending a Combo point.

Spend a Combo Point to make 3 unarmed attacks as a bonus action immediately after your attack action.

  • First attack (Jab), +5 to hit, half damage.
  • Second attack (Cross), if Jab hits roll an attack with advantage, if successful add an additional 1d4 to total damage.
  • Third attack (Left Hook), if Cross hits roll an attack with advantage, additionally on a 18-20 this attack critically hits.

Clinch!

At 6th level, you understand the importance of controlling the pace of the fight. As an action, you can grapple an opponent  and make an attack with advantage, heal yourself for twice the damage dealt + your monk level. While grappled, as long as the opponent has not pushed you off you may attack (without advantage) while still grappled and move the opponent half your movement speed in any direction. If you successfully hold the Clinch for 3 turns you may replenish 1 Combo point.

You may use this ability once and must take a long rest before you can use this feature again.

Outfighting/Infighting

Beginning at 11th level, you have mastered an advanced style of Boxing and you may choose from either Outfighting or Infighting.

  • Outfighting - Constantly on your toes and able to judge your maximum reach with punches, your Jab becoming more advanced, you no longer provoke attacks of opportunity upon leaving a creature's threatened area and your Jab's damage is no longer halved.
  • Infighting - You relish in close-quarters combat and focus on chopping your opponent down with heavy blows. Increase your AC by 2 while you are within 5 feet of an opponent also add Fourto your One, Two, Three! and increase your critical range for Three! and Four! to 15-20.

Final Round

At 17th level, your understanding of combinations and attack placement has allowed you string together 10 deadly punches in a single move. When you hit an opponent with an unarmed strike, you can spend 4 Combo points to begin a wild combination. A relentless rain of punches falls upon your opponent, you make 10 separate unarmed attacks with advantage. The critical range has been increased to 15-20 for each attack. If all 10 attacks hit and the opponent has not dropped to 0 they are stunned until the end of their turn.

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