Way of the Boxer (5e Subclass)
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Monk Monastic Tradition: Way of the Boxer[edit]
You have trained thoroughly in the art and sport of boxing. Whether it was for money, fame, or love of the sport, you know the ring inside and out, and your fists are weapons as fierce as any other. Boxers forsake the weapons of their peers for more... traditional means. They prefer tests of sheer physical prowess, fist against fist, in order to prove who is the superior brawler. While others might settle for sneak attacks and magic, a boxer charges ahead full force, and will not rest until their opponent hits the ground for good.
- Breaking Tradition
Starting at 3rd level, you while not wearing armor or using a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.
In addition, you can choose to use your Strength modifier, instead of Wisdom, when calculating your ki save DC.
- 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 melee weapon attack, you can use your reaction and spend 1 ki point to give yourself resistance to the triggering damage type, until the end of the attacker's turn.
- 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.
Starting at 3rd level, when you take the Attack action, you can forgo one of your attacks to make a set up jab. Make an attack roll, and on a hit, you deal damage equal to your martial arts die, without adding any modifiers, and the next unarmed strike you make on that turn is made at advantage.
- Muscle Memory
Your experience in fights has to lead you to the realization 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 can choose to learn one of the following ki features, reflecting your development of timing and speed:
- Counter Punch. If an enemy within 5 feet of you misses you with a weapon attack, you can use your reaction or spend 1 ki point to make an unarmed strike against that creature.
- Delayed Instant. When a creature makes an attack roll against you, you can user your reaction and spend 1 ki point to add your proficiency bonus to your AC against that attack, potentially causing it to miss. You retain this bonus to your AC against all attacks from that same target, until the end of your next turn.
- Rope a Dope. If you have used your guard feature on your last turn, you can use your bonus action and spend 1 ki point to enter in a special combat stance. Doing so grants you resistance to bludgeoning, piercing and slashing damage until the end of your next turn.
- Power Punch
You 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, whenever you have advantage on your attack roll with a unarmed strike, you score a critical on a roll of 19-20 on the d20. In addition you can apply one of the following effects when you score a critical hit with a unarmed strike:
- Liver Blow. You force the creature to make a Constitution saving throw against your ki save DC or be knocked prone. This creature must use its full movement, instead of half movement, to get up.
- Gazelle Punch. You knock your opponent back 5 feet and force them to make a Strength saving throw against your ki save DC or be pushed back an additional 20 feet.
- Bone Crusher. You deal additional damage on the critical hit equal to a single roll of your martial arts die.
- K.O.
In every fight professional or amateur, in the ring or on the streets, there is always that punch, the punch that every person in the audience will cheer for regardless of their loyalties, the punch that every rookie dreams of and every crowd calls for. When done right it shatters even the most powerful defensive techniques and brings a man to his knees but when done perfectly the sound of that punch can still be heard echoing across the ring and through the minds of all who witnessed it for years to come.
At 17th level, whenever you score a critical hit against a creature, you can force that creature to make a Wisdom saving throw against your ki save DC. On a failed save, that creature is unconscious for 1 minute. At the start of each of its turns, that creature can make another saving throw to end that effect.
In addition, whenever you have advantage on your attack rolls with a unarmed strike, you score a critical on a roll of 18-20 on the d20.
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