As a Boxer you gain the following class features.
Hit Points
Hit Dice: 1d10 per Boxer level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Boxer level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons, martial gloves
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, History, Insight, Intimidation, Perception, and Survival.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
a leather armor
(a) a dungeoneer's pack or (b) an explorer's pack
Remarkable Athlete
Starting at 1st level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
Boxing
At 1st level, you start to master the art of boxing, and you gain the following benefits:
Punches
Your punches are powerful as weapons. If you aren't wielding any weapons or a shield, you can roll a d6, instead of the normal damage for unarmed strikes. In addition, you can choose to use either Dexterity or Strength, for attacks and damage rolls. Finally, you can throw a punch using your bonus action.
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.
Rhythm
Starting at 1st level, whenever you connect your punches you can build a consistent rhythm of strikes. 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.
Tricks
At 2nd level, you learn three boxer tricks: quick footwork, feint, and lunge. You can use these tricks as a bonus action, and recover 1 rhythm point when you do so.
Quick Footwork
You can dance quickly through the battlefield. 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 reach the 3rd level, 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.
Brace
At 5th level, 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.
Punch Sequences
At 5th level, you can throw punches in a quick succession by spending your rhythm points. When you take the Attack action, you can throw one additional punch for each 3 rhythm points you spend.
Knockout Strike
Starting at 6th level, 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.
Bob and Weave
Starting at 7th level, 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.
Ten-Count Recover
At 10th level, 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.
Physical Prowess
By 11th level, whenever you make a Strength, Dexterity or Constitution check, you can treat a d20 roll of 9 or lower as a 10. 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
Starting at 14th level, 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.
Endurance
At 15th level, you gain proficiency in Constitution saving throws. In addition, you add your proficiency bonus to Death Saving Throws. If your roll is a total of 20 or higher (adding the proficiency) you regain 1 hit point.
Survivor
At 18th level, you attain the pinnacle of resilience in battle. 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.
Champion
When you reach the 20th level, you can choose two abilities from Strength, Dexterity or Constitution to increase by 4. Your ability score maximums for Strength, Dexterity, and Constitution increases to 24.
Legendary Class
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