Out-boxer
Out-boxers are boxers who use mobility to maintain distance, acting as skirmishers by advancing fast and retreating before the opponent has the opportunity to react.
Step Out
Starting at 3rd level, when you are targeted by a melee attack, you can move up to 10 feet without using an action or provoking opportunity attacks, potentially causing that attack to miss. You can use this feature a number of times equal to your Dexterity modifier (a minimum of once) and you regain all expended uses when you complete a long rest.
Rhythm Abilities
Fast Retreat. You can force a target within 5 feet to make a Dexterity saving throw and you can move up to 10 feet. On a failed save, your movement doesn't provoke opportunity attacks.
Elusive Movement. You can force a target within 5 feet to make a Wisdom saving throw. On a failed save, your movement speed increases by 15 feet until the end of this turn, and until the end of your next turn, the target has disadvantage on their next attack roll, or saving throw against one of your boxer features.
Quick Retreat
At 9th level, you have advantage on Dexterity (Sleight of Hand) checks to use your Feint feature. Additionally, as long as you aren't incapacitated and your speed is not 0, you have resistance against non-magical bludgeoning damage from melee attacks.
Float Like a Butterfly, Sting Like a Bee
At 13th level, your movement no longer provokes opportunity attacks. In addition, whenever you leave the reach of a creature, you can use your reaction to make an opportunity attack against it with an unarmed strike or glove weapon.
Boxer Reflexes
At 17th level, if you aren't surprised, you can take two turns in the first round of any combat. The first turn at your normal initiative, and the second at your initiative minus 10.