Monk
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.

Boxing Style

When you take this tradition, you pin down your own fighting style. Are you someone that likes to keep things intimate and dish out punishment,or do you prioritize distance and defense. At 3rd level you choose between becoming a infighter or an out-boxer

A infighter  is a fighter who attempts to overwhelm his opponent by applying constant pressure — taking away an opponent's usually superior reach. Infighters tend to have very good head movement in order to get inside. Good power, a good chin, and a tremendous punch output.

The out-boxer is the opposite of the Infighter. The out-boxer seeks to maintain a gap from their opponent and fight with faster, longer range punches. Out-boxers are known for being extremely quick on their feet, which often makes up for a lack of power. Since they rely on the weaker jabs and straights

In-boxing

Inboxing is the art of staying close to your enemy planting your feet and laying into them. It is characterized by solid punches that rattle the brain, and turn legs to jelly.

It is characterized by solid punches that rattle the brain, and turn legs to jelly. you gain +1 to damage when making unarmed strikes within 5 feet.

this increases by +1 at 6,9,12, and 18.

Out-boxing

The out-boxer seeks to maintain a gap from their opponent and fight with faster, longer range punches. Out-boxers are known for being extremely quick on their feet, which translates to an increase in AC when you choose this fighting style you gain a +1 to AC this increases at levels 3,6,12,18 by +1.

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, when you take bludgeoning, piercing or slashing damage from a weapon attack, you can use your reaction and spend 1 ki point to gain resistance to that attack.

Set-Up 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. A set-up jab is a fast, straight punch used in the initial step of a combination attack.

From 3rd level onwards, before you make unarmed strike you can designate it as a set-up jab. When you do so you gain a +1 bonus to the attack roll. If the attack hits, you do not add your ability modifier to the damage roll. In addition, if the jab hits, the next unarmed strike you make before the end of your turn scores a critical hit on a 18, 19 or 20.

Counter Punch

Your experience in fights has to lead you to the realisation that a stronger opponents power can be as much of his downfall as it can be your own and given you a sense for the timing of even the fastest enemies attacks.

Starting at 6th level, you gain the following benefits:

  • Slip and 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. 
  • Bob and Weave: 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 Punch

 

You a have a number of specialists punches that when hit manifest powerful effects from a body blow strong enough to make knees buckle, a punch with enough knockback to send opponents flying and a strike that can powder bones. At 11th level, you may use any of the following power punches when you critically hit an opponent with an unarmed strike:

  • Liver Blow: You force the creature to make a Constitution saving throw or be knocked prone. A creature prone this way must make an addition Constitution save on their turn or be unable to stand up during which time they are unable to take reactions.
  • Gazelle Punch: You knock your opponent back 5 feet and force them to make a contested Strength check against your own else they are pushed back an addition 20 feet.
  • Bone Crusher: You can roll one of your unarmed strikes damage dice an additional time and add it to the extra damage of the critical hit.

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.

In addition, anytime you have advantage on an attack roll against a creature you have a critical hit range of 15-20

Eye Of The Tiger

From the experience of all the hard fights you've been in you are able to voluntarily enter "The Zone" the fabled state all athletes strive to achieve.  As a bonus action you use 2 ki points to enter "The Zone" while there you can take a dodge action at the cost of half of your movement and you also have Resistance to non-magical damage.

Previous Versions

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