Kickboxer (5e Class)
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Kickboxer
Dedicated to a life of honing your body, you put everything on the frontlines with nothing more than the pants on your feet. You bar yourself from honing a specific weapon, but in return are given a boon of various powerful combinations learned over years of dedication.
Creating a Kickboxer
The power to turn your body isn't simply something you're born with, it's a talent trained long and hard for. While it's an art more favored among humans, almost anyone with discipline and physique can learn the art.
- Quick Build
You can make a Kickboxer quickly by following these suggestions. Dexterity or Strength should be your highest ability score, followed by Constitution or Wisdom if you plan to take the Tai Chi Kickboxing Style.
Class Features
As a Kickboxer you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Kickboxer level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Kickboxer level after 1st
- Proficiencies
Armor: None
Weapons: Gauntlets, Brass Knuckles, Cesteuses.
Tools: None
Saving Throws: Dexterity, Constitution
Skills: Choose two from Acrobatics, Athletics, Insight, Intimidation, Perception, Stealth, Slight of Hands, or Performance
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A brass knuckles or (b) a cestus
- (a) An explorer's pack or (b) a dungeoneer's pack
- If you are using starting wealth, you have 4d4 x 10 in funds.
Level | Proficiency Bonus |
Kickboxer's Technique Damage Die | Specialty Kicks | Features |
---|---|---|---|---|
1st | +2 | 1d6 (1d8) | - | Fleet of Feet, Kickboxer's Technique, Unarmored Defense, |
2nd | +2 | 1d6 (1d8) | - | Fluidity of movement, Professional Kickboxer |
3rd | +2 | 1d6 (1d8) | - | Kickboxing Style, Follow-up Strike |
4th | +2 | 1d6 (1d8) | - | Ability Score Improvement |
5th | +3 | 1d8 (1d10) | - | Extra Attack |
6th | +3 | 1d8 (1d10) | 3 | Specialty Kicks, Liver Shot |
7th | +3 | 1d8 (1d10) | 3 | Undaunting Flesh, Kickboxing Style Ability |
8th | +3 | 1d8 (1d10) | 4 | Ability Score Improvement |
9th | +4 | 1d8 (1d10) | 4 | Disorientating Combination |
10th | +4 | 1d8 (1d10) | 4 | Kickback |
11th | +4 | 1d10 (1d12) | 4 | Kickboxing Style Ability |
12th | +4 | 1d10 (1d12) | 5 | Ability Score Improvement |
13th | +5 | 1d10 (1d12) | 5 | Dropkick |
14th | +5 | 1d10 (1d12) | 5 | Tag-Team |
15th | +5 | 1d10 (1d12) | 5 | Hurricanrana |
16th | +5 | 1d10 (1d12) | 6 | Ability Score Improvement |
17th | +6 | 1d12 (2d6) | 6 | Sense of Danger |
18th | +6 | 1d12 (2d6) | 6 | Flurry of Kicks, Kickboxing Style Ability |
19th | +6 | 1d12 (2d6) | 7 | Ability Score Improvement |
20th | +6 | 1d12 (2d6) | 7 | Waist of Midnight |
Fleet of Feet
Starting at 1st level, you gain proficiency in the Acrobatics and Athletics skills. If you are already proficient in these skills, double your proficiency bonus.
Kickboxer's Technique
At 1st level, the weight behind your punches and kicks hits harder than the average armed attack. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Dexterity or Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
Your damage increases as you gain levels in this class, as shown on the Kickboxer's Technique column on the Kickboxer table.
Unarmored Defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity or Strength modifier + your Constitution modifier.
Fluidity of Movement
At 2nd level, your time in training your legs hasn't gone to waste, you're able to move faster and farther than the average person. You gain a bonus to your movement speed equal to 10 feet. Additionally you may use Strength instead of Dexterity for determining initiative.
Professional Kickboxer
You've dedicated your life to this art, and it's starting to pay off. Starting at 2nd level, whenever you make an unarmed strike as part of the Attack action, you can make another unarmed strike as a bonus action.
In addition, once per turn when you make an unarmed strike against a creature, you can make another unarmed strike against a different target within 5 feet of the previous one. This second attack deal half your unarmed strike damage.
Follow-Up Strike
Starting at 3rd level, you know how to really apply pressure at opportune moments. Whenever you land a critical hit on an enemy, you may use your reaction to make an additional attack action against them. This attack must target the creature that you attacked, or another creature within 5 feet if the initial target has been brought to 0 hit points.
Kickboxing Style
Starting at 3rd level, you may choose the path of kickboxing you wish to pursue. The options are Northern Shaolin, Ba Gua Zhang, Hung Gar and Tai Chi. See below for details. You will receive a skill in whatever path you choose at 3rd, 7th, 11th, and 18th levels.
Ability Score Increase
When you reach 4th Level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Specialty Kicks
Starting at 6th level, You gain a pool of points that you can spend on special kicks that can be used as part of your attack action replacing what would be an unarmed attack. This pool of points is equal to the base number listed in the chart, these points return on a short or long rest. When a feature says "This feature relies on your amount of specialty kicks." it means that you must expend a point to use the feature.
Liver shot
Starting at 6th level, you've learned where to hit to knock the wind out of someone. As part of the attack action, you may change one unarmed strike to a liver shot. If the attack hits the damage dice increase to 2 Kickboxer's Technique Damage Die. The targeted creature must then make a Constitution saving throw equal to 8 + your Dexterity or Strength modifier + your proficiency bonus. On a failed save, the target is stunned until the end of your next turn.
This feature relies on your amount of specialty kicks.
Undaunting Flesh
Starting at 7th level, you gain twice the health this level as if you leveled up twice.
Additionally, you gain 1 extra hit point each time you level up.
Disorientating Kick
Starting at 9th level, you can deliver a devastating blow that would knock the sense out of anyone. As part of the attack action, you may change one unarmed strike to a disorientating kick. If you hit, they must succeed on a Constitution saving throw equal to 8 + your Dexterity or Strength modifier + proficiency bonus or be affected by this feature until the end of their next turn. An affected target can't take reactions and must roll a d10 at the start of its turn to determine its behavior for that turn.
d10 | Behavior |
---|---|
1 | The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn. |
2-6 | The creature doesn't move or take actions this turn. |
7-8 | The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. |
9-10 | The creature can act and move normally. |
Additionally, if they are wearing a helmet, then they have advantage on the saving throw. This feature relies on your amount of specialty kicks.
Kickback
Starting at 10th level, if you have not been hit with an attack since the end of your last turn, you can use a bonus action to regain hitpoints equal to 1d10 + your proficiency bonus. You may use this feature a number of times equal to your Constitution Modifier, and regain expended uses upon finishing a long rest.
Dropkick
Starting at 13th level, you can strike a blow that will send your foes flying. As part of the attack action, you may change one unarmed strike to a dropkick. If you hit, the target must make a Constitution saving throw with a DC of 8 + your proficiency bonus + Dexterity or Strength modifier. On a failed save, the target takes 3d10 + your Dexterity or Strength modifier bludgeoning damage, and a target one size larger than you or smaller is pushed 20 feet away from you. If the target is pushed into a creature, object, or surface that is the same size or larger, both take 2d8 + your Dexterity or Strength modifier bludgeoning damage. On a successful save the target takes half damage and isn't pushed.
This feature relies on your amount of specialty kicks.
Tag-In
Starting at 14th level, as long as you're within 5 feet of an ally, you have advantage on attack rolls with unarmed strikes. Additionally, if an incapacitated enemy is within your melee reach, you may use your reaction to perform an unarmed strike against them.
Hurricanrana
Starting at 15th level, instead of doing an unarmed attack you can wrap your legs around the head of a foe and attempt to grapple them to the ground. You make a grapple check as one of your unarmed attacks and on a successful grapple, you may inflict one of the following conditions:
- You blind them for one minute or until they succeed a Constitution saving throw with a DC of 8 + your proficiency bonus + Dexterity or Strength modifier
- Knock them prone until the grapple ends. You are not considered prone while they are grappled in this way and you may make a bonus action attack against the grappled creature.
- or -
- impose a DC: 8 + Dexterity or Strength modifier + proficiency bonus constitution saving throw on them, on a failed save they take 8d6 necrotic damage or half as much on a successful save, however, this may only be done once before needing to finish a long rest
This feature relies on your amount of specialty kicks.
Sense of Danger
Starting at 17th level, you can sense an aura of malice against those who wish you harm. As a result, you cannot be surprised or ambushed. Additionally, you no longer suffer disadvantage in darkness and gain blindsight up to 15 feet.
Flurry of Kicks
Starting at 18th level, your speed has surpassed what most people would call naturally obtainable. When you take the attack action on your turn, you can do a "Flurry of Kicks". You can make 8 unarmed strikes. Flurry of Kicks does not stack with Extra Attack and you must use the smaller damage die, even if you use Strength for the attacks. You may perform a Flurry of Kicks once before needing to finish a long rest.
Waist of Midnight
Starting at 20th level, you have mastered everything you can involving the art of using one's limbs to achieve amazing things. If you start your turn with no Specialty Kick points you may use one attack to restore them by a roll of your Technique Damage Die divided by half, rounded up. This does not benefit from your Ability Modifiers nor any Kickboxing Style bonuses.
Additionally if you fail a Strength or Dexterity ability check you can treat the d20 roll as a 20. This maybe done once for both Strength and Dexterity. Once you use this feature for either, you can't use it again for that Ability until you finish a long rest
Kickboxer Technique
Northern Shaolin
Many of Shaolin's movements come from nature, utilizing the behaviors of various animals and the five Chinese elements, wood, fire, earth, metal, and water. Shaolin teaches students use their energy to penetrate their opponents, sending it forward for thousands of miles.
- Attack Specialist
At 3rd level, your additional attack granted by the Professional Kickboxer feature can now do the full damage of the attack, additionally you can choose one of the following fighting styles:
- Attack Attacker. When you deal damage to a creature, you also give them a -1d6 penalty on their next damage roll that they inflict. This may be done once per round on the target of your attacks.
- Weapon Attacker. You gain a +2 bonus to damage rolls with all weapons you are proficient in.
- Tunnel Attacker. As a bonus action, you can enter an offensive stance that lasts until the start of your next turn and extends your reach by 5 feet. While in your stance, you can use your reaction to make a melee attack against a creature that enters your range.
- Savage Blows
Your kicks are no longer just scary; they're deadly. Starting at 7th level, you land a critical attack on a 19-20 At 15th level, you land a critical attack on an 18-20.
- Unending Violence
Starting at 11th level, you hurl yourself into danger headfirst. You gain +1 to your unarmed attacks and damage when you are wearing no armor and you gain an additional 10 feet to all your movement speeds on the first turn of combat you can act, This bonus increases to +2 attack and damage at level 16 and +3 attacks and damage at level 20
- Unyielding Soul
Starting at 18th level, you launch yourself into combat recklessly and somehow survive. When you have advantage on an attack you can instead choose to make an extra attack. The amount of times you can do this per long rest is equal to your Constitution score. Additionally, your Dexterity score and it's maximum increase up by 2.
Ba Gua Zhang
"Baguazhang" translates into "eight trigram palm." These can refer to the eight animals which Ba Gua movements are based on; Lion, Snake, Bear, Dragon, Phoenix, Rooster, Qilin, and Monkey. 'Circle walking' is used to train stance and movement. This teaches the practitioner how to move and change direction without pausing or losing momentum, as well as staying behind the opponent's back. The tactics used are outflanking and outmaneuvering.
- Movement Specialist
At 3rd level, Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, you gain an extra 5 ft of movement, and you ignore difficult terrain. This is increased to 15ft at level 10 and 25ft at level 16. Additionally, you may choose from the following fighting styles:
- Swift Arms: When you are grappled you may make attacks normally(e.g. Without the usual disadvantage), and may add a +1 to attacks on a creature you have grappled.
- Swift Legs: If you have moved on your previous turn, any creature that has not moved an amount equal to you has disadvantage on attacks against you.
- Swift Mind: When you make any Dexterity check or Initiative roll, you may roll your technique die and add that to the total. However you may only move half your speed until the start of your next turn.
- Slippery Snake
Your legs move inhumanly to avoid incoming dangers. Starting at 7th level, you may use your bonus action to disengage, dash, or dodge.
- Unending Step
Starting at 11th level, you hurl yourself into combat and are a swift striker. Every 15 feet you move you gain one extra damage die(Matching your own) added to the damage of your next attack. These dice last until the next attack you make and are wasted on both a hit or miss. These dice are not doubled on a critical hit.
- Cyclical Defense
Starting at 18th level, your ability to dodge attacks is parallel to the wind itself. You may use your reaction to add your Technique die to your AC and Dexterity saving throws. You may use this a number of times equal to your dexterity modifier, regaining usage after a long rest.
Additionally, your Dexterity score and its maximum increases up by 2.
Hung Gar
This style uses deep, low stances, such as the hose stance, and strong hand techniques. Hung Gar is one of the more external styles, but also practices some internal movement. Emphasis is put on having firm, solid stances. The more connected to the Earth one is, the more power they will have. The Chinese character "Hung" is a family name which means "to stand firm and tall with integrity."
- Defense Specialist
At 3rd level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and you gain +1 to your AC. This increases to +2 at level 10, and +3 at level 16. Additionally, you gain one of the following fighting styles:
- Brutal Stance: Before making an attack on your turn, you can choose to apply your proficiency bonus to your damage roll instead of the attack roll
- Careful Stance: As a bonus action, you may add half your proficiency bonus to your AC until the start of your next turn.
- Defender's Stance: When a creature within 5 feet of you that you can see is being attacked, you may use you reaction to swap places with them and the attacker is now attacking you.
- Prepare Yourself
Your skin becomes thicker still. Starting at 7th level, you gain an additional 8 hit points and 1 hit point per level up(This works in conjunction with the Undaunting flesh feature), and have advantage on Dexterity saving throws from effects that you can see.
- Unending Life
Starting at 11th level, If you drop to 0 hit points and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
- Eternal Aegis
Starting at 18th level, you become an immovable stone in the face of combat. When an attack is made against you from a distance greater than 5ft, you have resistance to the damage. Additionally, your Constitution score and its maximum increases up by 2.
Tai Chi
Tai Chi, an internal style that focuses on the control of energy. It is a very soft, gentle and flowing, but devastating when mastered. Tai Chi students learn to use little strength to defend themselves. With Tai Chi, the practitioner creates circles to pass by attacking energy and issues their own energy outward. While being used for combat, Tai Chi also serves as therapy for the purpose of health and longevity. "Tai Chi" literally translates into "Incredible Energy," and it earns its title.
- Reflection Specialist
At 3rd level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage and may use your Wisdom modifier for your physical attacks. Additionally, you may, as a reaction, negate the damage of an incoming attack or trap from a source that you can see equal to your technique die + your wisdom modifier of damage (to a minimum of 1), this may be done a number of times equal to your Wisdom modifier, regaining usage after a long rest.
- Flow Like Water
At 7th level. Your mind moves as fast as your legs do. You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a Long Rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
- Still Pond, Fast Ripples.
Starting at 11th level, you can use your bonus action to end one effect on yourself that is causing you to be charmed or frightened. Additionally, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
- Shining Reflection
Starting at 18th level, you drown your opponents in their own mistakes. If an attack misses you, you may attack the creature that missed you without using a reaction. Additionally, your Wisdom score goes up by 2 and the maximum score becomes a 22.
Multiclassing
Prerequisites. To qualify for multiclassing into the Kickboxer class, you must meet these prerequisites: Dexterity 13 or Strength 13
Proficiencies. When you multiclass into the kickboxer class, you gain the following proficiencies: Improvised Weapons
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