Race: Human
Class: Boxer-Puncher, Boxer (28)
Alignment: Chaotic Neutral
Languages: Common, Dwarvish
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Proficiencies
-Light armorÂ
-Simple weapons, martial gloves
-One type of gaming set, vehicles (land)
BackstoryÂ
A Boxer in an illegal Soviet Reich Ring where he won plentiful of battles until his worst opponent came into the ring. Mike Tyson was his final opponent where he lost, losing his pride and fame. Now he wants revenge against Tyson and will do the impossible to beat him
Features
-6'1'' tall
-210 pounds
-Medium
-29 yrs old
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Legendary Features
Human Determination: When you make an ability check, attack roll or saving throw, you may choose to do so with advantage. Once you do so, you cannot do so again until you complete a long restÂ
STATS
HP: 484
AC: 20
Movement: 55ft, Climbing speed
Initiative: +5
PB: +9
Spell Attack: +0
Spell Save: 0
PassWIS: 15
STATS
STR: 21 (+5)
DEX: 21 (+5)
CON: 18 (+4)
INT: 4 (-4)
WIS: 11 (+0)
CHA: 13 (+1)
Saving Throws:
STR: +14
DEX: +14
CON: +13
INT: -4
WIS: +0
CHA: +1
ADV against being stunned
Add +6 to Death Saves and get a 20 total or higher, come back on 1
Skills:
Athletics: +14
Acrobatics: +14
Intimidation: +10
Perception: +9
Survival: +9
Persuasion: +19
Pick 2 skills
Attacks: 2 attacks
Punch: +13 to hit; 5ft; 1d6+5 bludgeoning damage (ADV if the target is affected by an maneuver)
Boxing Power: +17 to hit; 5ft; Magical 2d10+17 bludgeoning + 2d10+3 force damage
Spell slots:
Beneficial:Â
Immune: Thunder, Lightning
Resistance:Â
Vulnerabilities:Â
Eldritch Invocations
Feats
Class actions
Actions
Punch: +11 to hit; 5ft; 1d6+5 bludgeoning damage (ADV if the target is affected by an maneuver)
Bonus Actions
Guard: You can use your bonus action to lift up your guard. While in guard, whenever you take damage from a melee attack made with a natural weapon or unarmed strike that deals bludgeoning damage, you can spend your rhythm to reduce the damage by 1d6 per rhythm point spent
Tricks: Quick Footwork, Feint, and Lunge
Quick Footwork: You can take the Disengage action as a bonus action
Feint: You can make a Dexterity (Sleight of Hand) check, contested by your target's Wisdom (Insight) check. On a success, you gain advantage on the next unarmed strike or glove weapon attack you make
Lunge: Your unarmed strikes gain the benefits of reach until the end of your turn
Power Punch: when you hit a creature with an unarmed strike on your turn, you can use your bonus action to make a Power Punch. On a hit, your power punch causes its normal damage, plus additional damage equal to 1d6 per rhythm point you currently have. Doing so doesn't spend your rhythm
Reactions
Brace: whenever you are hit by a melee weapon attack, you can use your reaction, and 1 rhythm to halve the damage. If the attack deals bludgeoning damage, you can spend 2 rhythm and use your reaction to reduce the damage to 0
Bob and Weave: when a creature within 5 feet makes a melee weapon attack against you, you can spend 1 rhythm as a reaction to make a Dexterity saving throw against the result of the attack. On a success, you manage to avoid the attack, causing the attack to miss
Physical Prowess: In addition, when you make a Strength, Dexterity or Constitution saving throw, you can use your reaction to reroll that save, using the new result. Doing so spend all your Rhythm, and you can't do it again until you finish a short or a long rest
Counter: when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee attack against that creature. You can use Brace and Counter as part of the same reaction
Free Action
Remarkable Athlete: when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier
Rhythm: When you roll initiative, you gain a number of rhythm points equal to your proficiency bonus. You can spend your rhythm points to fuel Rhythm abilities. Activating a Rhythm ability of a subclass costs 1 rhythm point. Once you spend a rhythm point, you can only regain 1 point when you hit a creature with an unarmed strike, a glove weapon, or by using your bonus action to recover 2 rhythm. You recover 2 points if your attack scores a critical. When you hit a creature with an unarmed strike or glove weapon, you can spend any amount of rhythm points. If you do you deal additional damage equal to 1d6 x the amount of points spent
Punch Sequences: When you take the Attack action, you can throw one additional punch for each 3 rhythm points you spend
Physical Prowess: whenever you make a Strength, Dexterity or Constitution check, you can treat a d20 roll of 9 or lower as a 10
Class Passives
Knockout Strike: your unarmed strikes and glove weapon attacks ignore resistance and immunity to non-magical damage. In addition, when you use a Power Punch, you can choose to spend 1 rhythm point to force the target to make a Constitution saving throw (DC 8 + your proficiency bonus + your Strength or Dexterity modifier). On a failed save, the target is stunned until the end of your next turn
Ten-Count Recover: when you are reduced to 0 hit points you are not incapacitated. You still must make Death Saving Throws, and still die if you fail three times. In addition, you have advantage on saving throws against the stunned condition
Survivor: At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points
Resilient Body: Your HP maximum increases by an amount equal to four times your level in this class. Every time you gain a Fighter level, your maximum HP increases by an additional 4 HP. You may select this trait multiple times
Item actions
Actions
Bonus Actions
Reactions
Free Action
Item Passives
In the Zone: After being in combat for 3 rounds, you lock in, giving you a +3 in STR/DEX saves and +2 in attack rolls
Steel
Grants +4 AC
+4 to all STR rolls
Immunities: Cold, Slashing, Piercing
Resistances: Fire
Vulnerabilities: Thunder, Lighting
Special Affect: If any lighting comes within 20ft of you, it automatically hits only you
Consequence: Use it for more than 4 rounds, suffer 1 level of exhaustion
Use it equal to half of your Proficiency bonus
Equipment
Helmet
Chestplate
Leggings
Boots
Jewelry related
Weapons
Class Features
Remarkable Athlete, Boxing, Rhythm
Tricks
Power Punch
Brace, Punch Sequence
Knockout Strike
Bob and Weave
Ten-Count Recover
Physical Prowess
Counter
Endurance
Survivor
Subclass Features
Boxing Superiority
Tactical Punches
Fighting Vigor
Relentless
Combat Theme
Non-Combat Theme