Training in martial arts and Leos control, the boxer is determined to become the strongest unarmed fighter to live. All about bringing the enemy up close and personal while landing as many strikes on them as possible to utilize the various benefits of the opening created by the boxers oncoming barrage. Boxers are best used in the heart of the battle and are build for combat.
Hit dice: 1d10 per Boxer level
Hit points at first level: 10 + Vitality modifier
Hit points at levels after first: 1d10 (or 6) + Vitality modifier
Complexity: Intermediate
Multiclassing Requirement: Strength, Vitality
Extra Expansion Points (Choose One):
Simple Weapons
Ranged Weapons
Skills (Choose Two):
Athletics
Dexterity
Survival
Judgement
Intuition
Basic Weapon from your Weapon Proficiency (x1)
Either Steel Plate Armour or Hide Armour (x1)
Lesser Health Potion (x2)
Either Textiles Toolkit or Carpenters Toolkit (x1)
Level: Abilities Unlocked:
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1st - Career
2nd - Twin Impact
3rd - Quick on Your Feet
4th - Ability Score Improvement
5th - Extra Attack, Leos Powered
6th - Dual Impact
7th - Blindsided
8th - Ability Score Improvement
9th - Throuple Impact
10th - Triple Attack
11th - Staggered Breakthrough
12th - Iron Chin
13th - Momentum Punch
14th - Showdown
15th - K.O Punch
16th - Ability Score Improvement
17th - State of Leos
18th -
19th -
20th -
At 1st level, “Where does your strength come from?” “What does it mean to be strong?” These are the questions that began your training, setting you on a journey to answer these questions alone. You gain the following benefits while you are unarmed and you aren't Wearing armour or Wielding a shield -
Jab - You may roll a d6 in place of the normal damage of your Unarmed strike.
Cross - When you take the Attack Action with an Unarmed strike on your turn, you may make one Additional Unarmed strike as a Bonus Action. For example, if you take the Attack action and attack (whether it hits or not), you may also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
Hook - When you successfully land an attack, You may add your proficiency bonus to your damage roll.
At 2nd level, You’ve trained to take advantage when placing your opponent in a difficult spot pushing harder or using the opportunity to gain defense and prepare yourself. When you land Two Unarmed strikes on the same turn as a Free Action you may activate one of the effects below.
Slip and Roll - After landing your Twin impact you may gain Advantage on your next attack roll.
Round Two - After landing your Twin impact you may Reroll the lowest damage die rolled and instead take the higher option.
At 3rd level, You strive to be the fastest and most aggressive on the field meaning that you have honed your senses to a point, now your always ready to spring from an idle position into battle. As an Action you may propel yourself 30ft in any direction without using any of your movement.
At 3rd level, You strive to be the fastest and most aggressive on the field meaning that you have honed your senses to a point, now your always ready to spring from an idle position into battle. When you Draw your Combat Hand you may discard a card in your hand and draw another card. You cannot discard a Joker.
When you reach 4th level, and again at 8th and 16th level, you may 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.
At 5th level, You’ve trained your body to spring an attack directly after your previous attack allowing you to strike even faster and stronger as you go on. You may attack Twice, instead of once, whenever you take the Attack action on your turn.
Leos Powered -
Additionally at 5th level, You've begun to constantly push Leos into your knuckles whilst attacking. The damage of your Unarmed strikes increase’s from 1d6 to 1d8.
At 6th level, You've unlocked an altered version of Twin Impact, allowing different opportunities to be taken but requiring greater positioning, precision, with a higher level of Leos control needed due to the unattainable speed that the standard body physically can’t achieve. When you land Two Unarmed strikes in a Row (one after another without missing) as a Free Action you may activate one of the effects below. (you cannot activate your Twin impact effects if you choose one of the effects below)
Iron Guard - After landing your Dual impact you enter a shifting defensive stance gaining a +2 to your AC until the start of your next turn.
Banana Peel - After landing your Dual impact you may inflict Disadvantage on All Attack Rolls of the creature that you last attacked until the End of its Next Turn.
At 7th level, You've learnt to strike and create distance between you and your foe without letting them take advantage of your openings or blind spots. If you damage a creature during your turn, you are able to move away from them without triggering their Attack of Opportunity.
When you reach 8th level, and again at 16th level, you may 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.
At 9th level, Akin to your previous impacts you use the the opening's and hesitation of your opponent to deal out severe punishment but with your strikes growing ever stronger and your movement ever quicker the gates have opened to a new array of pain that you may deal out however you see fit. When you land Three Unarmed strikes on the same turn as a Free Action you may activate one of the effects below.
Leos Implosion - After landing your Throuple impact, you may Repeat the damage of the last attack landed.
Fighter's Resolve - After landing your Throuple impact, you may recover hit points for an amount equal to Half of the damage inflicted by your last attack + your Vitality modifier, rounding up.
At 10th level, You lose all concern for your health, risking lifetime injury with only one thought in mind, to win. This technique is one that though giving you the edge in the fight, is know to cause lifelong damage to the joint's and muscle's of the body constantly damaging your body but allowing you to perform a third attack. You may attack Three Times, instead of twice, whenever you take the Attack Action on your turn.
At 11th level, You can land a punch so strong and so staggering that when struck an opponent cannot help but leave themselves with countless opening's. When you land a Critical Attack you may use one of your Twin or Dual impact abilities (Stopped)
At 12th level, From countless blows and the battle between countless foes you've seen all kinds of weak-points and have eliminated almost all of your own. You have Advantage on Saving Throws against effects that would Knock or Prone you. Additionally, when you are reduced to 0 hit points but not killed outright, you may make a Vitality saving throw (DC 10). On a success, you drop to 1 hit point instead.
At 13th level, You've mastered taking on multiple foes at once allowing you to instantly switch between them chaining your attacks from one to the next seamlessly. You are able to carry your momentum through the fight allowing you to attack Two Creatures at once that are within 5ft of each other, as if you were attacking one. For Example, when making one attack roll if it surpasses both of the enemy creatures AC's you may roll for damage and inflict that same damage onto both targets, this counts as one attack. You may use this ability a number of times equal to your proficiency bonus.
At 14th level, You’ve learnt to enchant your tongue with Leos. allowing you voice to gouge into your enemy's ear forcing them to fight you and you alone. As a Bonus Action you may Taunt one target creature. You have Advantage on this creature but this creature also gains Advantage on You. The taunt lasts 3 Rounds. Exhaust
At 15th level, You discover a condensed Leos you didn’t know you had, one that builds the power of your Leos with each attack, meaning as each attack goes on for a short period of time your Leos evolves into a stronger form. You were using abilities like this but now knowing this information you can truly utilize it. After landing 4 Attacks on the same turn as a Free Action you may make a One Additional Final Attack dealing Critical damage, additionally you roll one of the unarmed damage die one additional time and add it to the damage of the K.O Punch.
At 16th level, you may 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.
Leos Fueled -
Additionally at 5th level, You've begun to constantly push Leos into your knuckles whilst attacking. The damage of your Unarmed strikes increase’s from 1d8 to 1d10.
At 17th level, You have learned to carry momentum with your punches allowing you to chain combos together and deal increasing damage proportionate to the speed at which you move. As a free action you may dash doubling your speed. When attacking a creature you deal additional damage equal to the number of feet you moved in a straight line before attacking. You may move after an attack. Exhaust.
At 18th level, You may forfeit a natural 20 (The Attack doesn't land) You deal damage equal to the amount of damage dealt to you between the end of your last combat card and the start of this combat card. You take the lowest card from their hand and add it to your combat hand. Exhaust
At 19th level, Akin to your previous impacts you use the the opening's and hesitation of your opponent to deal out severe punishment but with your strikes growing ever stronger and your movement ever quicker the gates have opened to a new array of pain that you may deal out however you see fit. When you land Four Unarmed strikes on the same turn as a Free Action you may activate one of the effects below.
Dual Combo - If an allies card is next you gain an additional action at the end of their turn
Organ Shatter - Choose a target creature. Roll a 1d6 that creature is inflicted with one of the conditions listed below
1 -
2 -
3 -
4 -
5 -
6 -
At 20th level, "Where does your strength come from?" "What does it mean to be strong?" These are the questions that began your training. But true strength, you learned, is not merely in the flex of muscle or the force of a blow. It resides in the unbreakable spirit, the unwavering will that rises after every fall. Strength is the courage to face your fears, to stand resolute when the world trembles. It's the compassion to lift others when they stumble, to be a beacon of hope in the darkest night. Strength flows from the harmony of mind, body, and soul – a river carving its path through the hardest stone. To be strong is to know your weaknesses, to embrace your flaws as the chisel that shapes your character. It's the wisdom to know when to fight and when to extend a hand in peace. Strength is not the absence of vulnerability, but the power to be vulnerable and still stand tall.
Your Strength score increase by 4. Your maximum for that score is now 24.
Your unarmed strikes now deal an additional 1d12 damage.
All ace cards turn from an action + bonus action to 2 actions instead.
You draw an additional card when drawing your combat hand.