A group goblins surround a human who appears unarmed and unarmored. He huffs as if the threat is a mere nuisance. The goblins lunge at him with their swords and daggers, however their assured cackles turn into cries of fear as they are engulfed in flames from the human's fists.
An elf receives funny looks in a war camp, as she is dressed only in leather armor and carries a shield, but no weapons. However, as she charges into battle, her speed propels her through the enemy lines as she punches, disarms, and incapacitates every adversary in her path.
A dwarf volunteers to fight the reigning champion in a tavern's fighting ring. His opponent is arrogant, thinking the dwarf can do nothing to harm him. His smile fades as the dwarf has him in a headlock, and throws him to a nearby table.
These are Boxers, warriors trained not with weapons, but with their fists. Even if their foes use swords and shields, a boxer's expert knowledge and tactics let them mete out a swift end to those who stand against them.
Boxers train for years to hone their bodies to such a degree that they can withstand a slash from a sword, a piercing arrow, or a knockout punch and stay standing. Their physical strength is unmatched but by a select few, while their minds are steeled to guard against fear and magic.
Unlike monks, who focus on spiritual energy along with physical training, boxers focus on enhancing the physical body to its absolute limits and beyond them. Some choose to do so with extensive training, others through various arcane means.
Rags or Riches
Many boxers use their skills to acquire fame and fortune, whether it's in a bar's brawling ring, a gladiator arena, or adventuring. A boxer's thirst for something more can lead to a life of adventuring. The way a boxer might see it is killing many birds with a single punch: you earn gold from treasure, you gain notoriety from rumors of your exploits, and you gain the adrenaline rush a boxer desperately yearns for. Because what tavern brawler can say that they've punched a dragon?
Or perhaps you don't care about fame and fortune and only want to travel the world.
creating a boxer
As you build your boxer, think about your training and focus. Where did you train: a forest, a desert, the mountains, in the city? How did you train? Did you focus on a strong defence, unyielding power, or putting your enemies in a power hold? Did you have someone to train with? A mentor, a friend, or were you alone?
Consider the reason for leaving your life behind for adventuring. Do you seek fortune and glory? Are you escaping a terrible slave fighting ring? Do you want to wander the world learning of new fighting techniques to fold into your own? Do you just want to try fighting the weirdest and wildest threats currently known?
You can make a boxer quickly by following these suggestions. First, make Strength your highest ability score, followed by Constitution or Charisma (if you plan to take the Wrestler discipline or Arcane Boxer discipline). Next, choose the soldier background.
|Level||Boxing Die||Proficiency Bonus||Features|
|1st||1d6||+2||Unarmored Defense, Size Up, Boxing|
|2nd||1d6||+2||Boxing Specialty, Bob and Weave, Saved by the Bell|
|3rd||1d6||+2||Boxing Disciplines, Bell Ringer|
|4th||1d6||+2||Ability Score Improvement|
|5th||1d8||+3||Extra Attack, Home Remedy|
|6th||1d8||+3||Combat Boxing, Fitness Training, Discipline Feature|
|7th||1d8||+3||Unflinching, Levarage Guard|
|8th||1d8||+3||Ability Score Improvement|
|9th||1d8||+4||Bell Ringer Improvement|
|10th||1d8||+4||Years in the Ring|
|12th||1d10||+4||Ability Score Improvement|
|13th||1d10||+5||Additional Boxing Specialty|
|16th||1d10||+5||Ability Score Improvement|
|19th||1d12||+6||Ability Score Improvement|
As a Boxer, you gain the following class features
- Hit Dice: 1d10 per boxer level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per boxer level after 1st
- Armor: None
- Weapons: Simple Weapons, Whip
- Tools: one musical instrument, Herbalism Kit
- Saving Throws: Strength, Constitution
- Skills: Athletics, choose two more from Acrobatics, Intimidation, Insight, Medicine, Perception
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a club or (b) any simple weapon
- (a) 2 daggers
- an explorer's kit, an Herbalism Kit
Beginning at 1st level, while you are wearing no armor, and not wielding a shield, your AC equals 13 + your Constitution modifier.
You may not be skilled with traditional weapons, but few can guard from your fists. At 1st level, you are proficient with unarmed stikes, which deal damage equal to the Boxie Die column on the Boxer table. In addition, once you take the Attack action with a weapon you are proficient with or an unarmed strike, as long as you have a free hand, you can make an unarmed strike with proficiency as a bonus action.
After countless ring fights you have learned to size up a humanoid's dangerous nature and intent. At 1st level, as a bonus action you can make a Wisdom (Insight) opposed by the humanoid's Charisma (Deception) check to discover if they are hostile toward you and if it's CR is higher, lower, or equal to your character level.
When using this feature to measure a humanoid which attacks with weapons, you have advantage. However, you have disadvantage when measuring humanoids with full spellcaster slots.
At 2nd level, you take a style of fighting with your fists honed through years of practice. Choose one of the following options:
After taking the Attack action with an unarmed strike or a weapon you are proficient with, you can take a bonus action to raise your guard adding a +2 to your AC on the next melee or ranged weapon attack until the start of your next turn.
When you have a creature in a Grapple, you can make unarmed strikes to them with advantage.
When you roll a 1 or 2 on a damage die on an unarmed strike, you can reroll them once and use the new roll even if its a 1 or a 2.
When an enemy within 5 ft of you attacks one of your allies you may use your reaction to attack them with an unarmed strike.
Bob and Weave
You have learned to maneuver yourself in a fight in a specific way to avoid deadly strikes. At 2nd level, you can take the Disengage or Dodge action as a bonus action.
Saved by the Bell
At 2nd level, you can draw on your physical stamina to heal yourself. As a bonus action, you regain hit points equal to 1d8 + your proficiency bonus. You cannot use this feature again until the end of a short or long rest.
This feature increases to 2d8 + your proficiency bonus at 5th level, 3d8 at 10th level, and 4d8 at 15th level.
When you reach 3rd level, you find your preferred boxing discipline: Arcane Boxer, Brawler, or Wrestler all detailed at the end of the class description. Your discipline grants you features at 3rd level, and again at 6th, 11th, and 17th.
Starting at 3rd level, on a critical hit with an unarmed strike if the target is Large or smaller the target is forced to make a Constitution saving throw (DC 8 + proficiency bonus + Strength modifier) . On a failed save, the target is stunned until the end of their next turn. Undead and constructs are unaffected by this feature.
Ability Score Improvement
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.
Beginning at 5th level, you can make 2 attacks, instead of 1, whenever you take the Attack action.
During training you sustain minor injuries like cuts and bruises, and have learned to patch yourself up. At 5th level, when you make a skill check with Wisdom (Medicine) you may add double your proficiency bonus.
Your experience in fighting extends to outside the ring. At 6th level, while unarmored, your base walking speed increases by 10 ft.
Outside boxing, your strength is unmatched compared to the average person. At 6th level, you can add double your proficiency bonus to Strength (Athletics) checks.
Many bouts with towering opponents have made your mind impregnable. At 7th level, you are immune to being intimidated.
Boxing is fighting tooth and nail to come out on top. At 7th level, your unarmed attacks count as magical for the purpose of overcoming resistance to nonmagical attacks.
Bell Ringer Improvement
At 9th level, your unarmed attacks strikes with a critical hit on a 19 and 20. In addition, Bell Ringer is improved from stunned to paralyzed until the end of the creature's next turn.
Years in the Ring
At 10th level, you gain resistance to all nonmagical bludgeoning, slashing, and piercing damage, while you are not wearing armor.
Additional Boxing Specialty
At 13th level, you may choose a second option from the Boxing Specialty feature.
Starting at 14th level, you can keep you fighting despite grievous wounds. If you drop to 0 hit points 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.
As a boxer you've learned that your fists have their limits, and are sometimes not the correct tool for the job. At 15th level, as an action, you can perform a push kick. On a hit, the creature takes 1d12 + your Strength modifier bludgeoning damage and make a Strength save (DC 8 + Strength modifier + your proficiency bonus) or be pushed 15 feet away from you.
At 18th level, you are immune to being charmed and gain resistance to psychic damage.
At 20th level, your severe degree of physical training has made you beyond superhuman. You are now under the effects of the following:
- You gain resistance to all bludgeoning, piercing, and slashing damage.
- You are immune to disease
- You are immune to being stunned, restrained, or paralyzed
There are three disciplines for boxers around the world to use. Each one tempering the body in a different way, thus a boxer must choose one at 3rd level once they are ready.
Arcane boxers combine their deadly blows with magical effects and augmentation. Arcane Boxers practice very few magical effects, some similar to spells, but many grant higher defence and a longer reach.
At 3rd level, you learn secret techniques that utilize magic to power your fists. You learn the produce flame, shocking grasp, and mage hand cantrips. Charisma is your spellcasting modifier.
The range for the produce flame spell is touch for you. As an action, you can make a special unarmed attack combined with the spell produce flame or shocking grasp. The damage for this attack is your normal unarmed damage and the damage of the spell.
The mage hand spell you have learned as a boxer can be used to make ranged attacks. As an action, make a ranged spell attack using mage hand. On a hit, the target takes 2d6 + your Charisma modifier force damage. At 5th level, the damage for the special attack increases to 3d6. At 11th, increase to 4d6. At 17th, increase to 5d6.
Your punch manifests as a cone of magical fire. At 6th level, you can use an action to cast burning hands as though you are using a spell slot equal to half your boxer level (rounded down) . Charisma is your spellcasting modifier. You cannot use this feature again until after a short or long rest.
At 11th level, your study of magical techniques and countermeasures have allowed you to be resistant to certain magical damage. Choose two damage types to be resistant to: acid, cold, fire, lightning, necrotic, radiant or thunder.
At 17th level, your study of magic and boxing style have fused to make your punches mimic forces of nature. You gain the ability to change the damage type of your punches for 1 minute after choosing. Choose from the following damage types: acid, cold, fire, lightning, necrotic, radiant, or thunder. You may use this effect a number of times equal to your Charisma modifier every short or long rest. Additionally, you may cast prismatic spray once per long rest. Charisma is your spellcasting modifier.
Brawlers are mountains of muscle having honed their bodies through intense training that would normally kill a person. This allows them to perform impossible acts of strength and speed without breaking a sweat.
You gain proficiency with improvised weapons and shields. In addition, wielding a shield does not negate your Unarmored Defence. Improvised weapons you wield deal the same damage as your Boxing Die.
Starting at 3rd level, when you take the Attack action, you can replace one of your attacks with an improvised melee attack with a shield which deals 2d6 bludgeoning damage + your Strength modifier.
At 10th level, this damage increases to 3d6 bludgeoning damage.
At 6th level, you learn to attack while on the move. As an action you may make a special attack against any number of creatures of your size or smaller within a 5 x 30 foot line in front of you. You can do this a number of times equal to your Strength modifier (minimum of 1)
All of these creatures must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your Strength modifier) or suffer 3d6 + your Strength modifier bludgeoning damage and be moved 5 feet alternating to the right and left of the line and are knocked prone. On a success, the creature takes half damage and is not moved or knocked prone.
In your hands, a shield becomes a deadly weapon from a distance. At 11th level, you can use an action to throw a shield that you are wielding. When you throw a shield, make an improvised ranged attack with the shield usiing Strength. A shield has a normal range of 30 feet and its maximmum range is 60 feet. On a hit, the target takes 3d6 + your Strength modifier bludgeoning damage.
At 17th level, when you make an unarmed attack you can make a small fissure in a creature's soul. The fissure is harmless and will close in a number of days equal to your Strength modifier, after which the effect ends harmlessly. However, you may use an action to cause the fissure to rupture the soul temporarily. The creature must make a Constitution saving throw. On a failed save, the creature is Petrified. The petrification can end with no less than a greater restoration spell. On a successful save, the creature takes 10d10 psychic damage.
In order to rupture the soul, you and the creature must be on the same plane of existence. You may only have one creature under this effect at a time, if you target another creature with this feature the effect ends harmlessly on the first creature. You cannot use this feature again until you finish a long rest.
Wrestlers combine their knowledge of boxing with deadly throws and grapples. More so than other boxers, wrestlers are showmen and know how to wow up a crowd just as well as they know to beat someone into submission.
You gain proficiency in Charisma (Performance) and Charisma (Persuasion) checks.
As a wrestler you learn techniques that puts you closer to your opponent than anyone, literally. At 3rd level, after taking an unarmed strike as a part of the Attack action, you can grapple as a bonus action. When you have a creature grappled you can move at normal speed instead of at half speed. In addition, you can use an action to render the grappled creature restrained until the end of it's next turn.
At 6th level, you learn to throw a creature as a part of the grapple action. After being grappled, the creature must make a Strength saving throw (DC 8 + your Strength modifier + your proficiency bonus). On a successful save, the grapple is broken and the creature is not thrown.
On a failed save, you throw the creature a distance shown in the table at any point you want. In addition, you can spend 1 point of stamina to target a creature within this distance with the throw, you make a ranged attack roll using Strength with proficiency to do this. On a hit, both the thrown creature, and the hit creature take damage as shown in the table. On a miss, only the thrown creature takes damage.
|Tiny or smaller||50 feet||1d4 bludgeoning|
|Small||35 feet||1d6 bludgeoning|
|Medium||10 feet||2d6 bludgeoning|
|Large||5 feet||3d6 bludgeoning|
Pump the Crowd
Wrestlers know how to put on a good show for anyone watching. At 11th level, when you make a Charisma (Performance) check pertaining to a fight you are participating in with a crowd watching, you make this check with double your proficiency bonus.
In addition, any creature that watched this fight for more than 1 minute is charmed by you for 24 hours, even if you lose the fight.
As a wrestler, slams are techniques that end a fight quickly, and serve as a last resort not to be used in a performance. At 17th level, when you grapple as an attack, you can throw the creature to the ground. If the grapple is successful, the creature takes 15d10 bludgeoning damage, is stunned for until the end of its next turn, and is knocked prone. On a failed grapple, the creature takes half damage and is not stunned or prone. If the attack is successful and the ground around the target is unworked stone, dirt, or wooden, the area around the target in a 10 foot radius is difficult terrain until cleared.
You can't use this feature again until after a short or long rest.
All art shown is not mine, all credit go to their respective artists. (TBH I found these pieces through frantic google searches, so I have no clue who the artists are. All I know is they're damn good)
A big thanks to everyone who helped make my first homebrew that I have shared publicly to be such an enjoyable experience. I'll definitely make more homebrews in the future.