Base Class: Monk
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!).
Replaced Monk Ability
Outside the realms of ki you have replace it with your own sweat and blood where; Ki Points are adrenaline points!
Slip! - As a reaction, spend one Adrenaline 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
Waltz - As a bonus action you may spend a Adrenaline 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
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 2 any Ki points previously earned or that you would earn in future levels convert to Adrenaline points and fuel your Boxer punches/abilities.
- Your Boxer save DC becomes 8 + Proficiency + Wisdom modifier.
One, Two, Three!
When you choose The Way of the Boxer, One, Two, Three!
Starting when you choose this training at 3rd level, you can build a 2 hit Combo by spending an Adrenaline point.
Spend an Adrenaline Points to make 2 unarmed attacks as a bonus action immediately after your attack action.
- First attack (Jab), -5 to the hit deals 10 extra damage
- Second attack (Cross), if Jab hits roll an attack with advantage, if successful add an additional 1d6 to total damage.
- [If you hit with the Cross you can make a Third attack]-(Left Hook), if Cross hits roll an attack with advantage.
Beginning at 12th level, you have mastered an advanced style of Boxing and you may choose your fighting style:
Out-Boxer: 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
Swarmed: 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 Four! to your One, Two, Three! and increase your critical range to 19-20.
Switch-Hitter : When you make a melee attack on your turn, your reach for it is 5 feet greater than normal, You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Your unarmed strikes can be piercing, slashing and/or bludgeoning. Your Strength is increased by two.
Out-Boxer
Out-Boxer: At 12th level, 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.
Swarmed
At 12th level, 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 Four! to your One, Two, Three! and increase your critical range to 19-20.
Switch-Hitter
At level 12-When you make a melee attack on your turn, your reach for it is 5 feet greater than normal, You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Your unarmed strikes can be piercing, slashing and/or bludgeoning. Your Strength is increased by two.
Special Techniques
As you have been out winning the hearts of your fans and crushing your competition you have created specials move that helps impair your enemies.
Clinch!
At 6th level, you understand the importance of controlling the pace of the fight. As an action, you can grapple, while grrappling an opponent and they have not pushed you off you may attack them. While still grappled, you can move the opponent half your movement speed in any direction (if they are medium or smaller), [At 12th level, you can move a large sized creature], [Then at 18th level you can grapple a huge size creature an move them a quarter of your movement spend]. If you successfully hold the Clinch for 4 turns you may replenish 1 Adrenaline point. You can heal yourself for the damage dealt + your monk level during the grapple.
You may use this ability once and must take a long rest before you can use this feature again.
Over Hand
At level 6 - Whenever you connect on a hit you can bringing your right hand up and over slamming it down on to your opponent's head. Using an Adrenaline point, to attempt too knock your opponent prone where they will need to make dexterity saving throw equal to your Monk Dc.
At 14th level, you have had a long road that you have travelled and you have learned how to keep yourself safe you can pick one new move to learn.
Feint- As a Action you may spend 3 Adrenaline points, raising your hand in a quick motion as if to strike, you cause your opponents to flinch and your opponent's AC is lowered by 2 and every opponent with in a 30ft sphere around you needs to make a wisdom saving throw or be impacted by the effects of the fear a minute. Which they can repeat this save at the end of their turns.
Your critical range is increase to 19-20
Liver Blow- When you hit with a combo or a flurry of blows attack at the end of the combo you may spend 4 Adrenaline points to deal a Liver Blow, have the enemy make a constitution saving throw (Your monk dc) if they fail they have the unconscious condition until the end of your next turn. If they save, there immune to this ability for the next 24hrs.
Feint
Feint- As a Action you may spend 3 Adrenaline points, raising your hand in a quick motion as if to strike, you cause your opponents to flinch and your opponent's AC is lowered by 2 and every opponent with in a 30ft sphere around you needs to make a wisdom saving throw or be impacted by the effects of the fear a minute. Which they can repeat this save at the end of their turns.
Your critical range is increase to 19-20
Liver Blow
When you hit with a combo or a flurry of blows attack at the end of the combo you may spend 4 Adrenaline points to deal a Liver Blow, have the enemy make a constitution saving throw (Your monk dc) if they fail they have the unconscious condition until the end of your next turn. If they save, there immune to this ability for the next 24hrs.
You've Either Got It, Or You Ain't
You’ve honed your awareness and reflexes through mental aptitude and pattern recognition.
Once per turn, if you’ve already taken your reaction, you may spend 2 adrenalin points to take an additional reaction.
Whenever you would be afflicted by a condition effect you may use a adrenaline point to stop the effect as a reaction.
Kombo King
When you hit level 17 you get to take your pick of your last ditch effort to end a fight. Either; The Final Round or Bloody Counter!
You get to take your pick of your last ditch effort to end a fight. Either; The Final Round or Bloody Counter!
Final Round
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 8 Adrenaline points to begin a wild combination. A relentless rain of punches falls upon your opponent, you make 10 separate unarmed attacks. If all 10 attacks hit and the opponent has not dropped to 0 they are stunned until the end of their turn. Creature makes a con. Save if its failed it stunned for each failed it is stunned for that many turns. In that respect you also need to make 5 con saves as you body composes with this inner fire and each fail equals 1 point of exhaustion
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 Adrenaline points and roll an attack with advantage, if the attack hits you deal your normal damage and the same amount of damage you just received.
Your critical range is increased to 18-20 and your punches do a extra 1d8 if you had learned the Feint move. If you did not your crit range is now 19-20 and your unarmed strikes do a additional 1d6 damage
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 Adrenaline points and roll an attack with advantage, if the attack hits you deal your normal damage and the same amount of damage you just received.
Your critical range is increased to 18-20 and your punches do a extra 1d8 if you had learned the Feint move. If you did not your crit range is now 19-20 and your unarmed strikes do a additional 1d6 damage
Final Round
At 17th level, Your understanding of combinations and attack placement has allowed you to take a action to string together 10 unarmed strike when you can spend 8 Adrenaline points to begin a wild combination. A relentless rain of punches falls upon your opponent, you make 10 separate unarmed attacks. If all 10 attacks hit and the opponent has not dropped to 0 they are stunned until the end of their turn. Creature makes a con. Save if its failed it stunned for each failed it is stunned for that many turns. In that respect you also need to make 5 con saves as you body compiles within as your about to collapse and each fail equals 1 point of exhaustion







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Posted Feb 10, 2023question, does this subclass start at lvl 2 or 3? and the adrenaline points can be expended in things that consume ki? like the feather fall? other thouse questions this is a good idea for a subclass