Way of the Boxer (5e Subclass)
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Monk Monastic Tradition: Way of the Boxer
|Makunouchi Ippo by Wizyakuza|
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.
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.
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.
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:
- Instant: 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 may spend a ki point and add a plus 2 to your Armor Class, potentially causing the attack to miss.
- Bait and Switch: When you use your Guard feature you may move up the initiative order so that you are next for this round unless you have already gone.
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, 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.
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 loyalty's, 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, you build up a Knock Out Meter against individual opponents to a maximum of 100. Each time you land an unarmed strike their Knock Out Meter increases by 5 if that strike is a critical hit this becomes 10. When an opponents meter reaches 100 you can attempt a K.O. Make an unarmed strike as a Power Punch against that creature, on a hit the target must make a Constitution saving throw, if they fail and if they have 100 hit points or less they drop to 0 hit points else they take an additional 10d10 force damage from the unarmed strike. If the attack misses the target instead takes only takes 5d10 force damage and is filled with a profound sense of dread. A creature's Knock Out Meter resets to 0 after a K.O is attempted, when the encounter is over or if you fall unconscious.