Bloodmarket Fighter (5e Class)

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Bloodmarket Fighter[edit]

In the heart of Faro lies a busy bazaar filled to the brim with thrifty traders, hungry beggars, and merchants of every kind. But don't let its busy stalls and crowded aisles fool you, this is no ordinary bazaar. As the sun sets the shopkeepers roll their kiosks away, grocers throw their goods into carts, and the many stalls of curiosities are pushed up against the walls. The time for trade is over. Now it's time for a different kind of exchange, not that of coin or goods but one of fists and blows, bruises and broken bones. This is the Bloodmarket, the stone arena, a place where champions are born. This is the largest fighting ring in the whole of Ka Moana (The Ocean Kingdom). The Bloodmarket is completely unsanctioned and entirely illegal, but not even the nobles down in the capital have the power to shut this ring down, it is as much a part of Faro as the stones that make up its floor. This is where the Bloodmarket fighters hone their craft and earn their place in history. Few survive their first weeks in the arena, but those that do become full members and gain the right to compete for the title of Champion.

Bloody Entertainers[edit]

Bloodmarket fighters feed on the energy of the crowd, thirsting for ever greater renown and recognition. Though they do earn coin for their bouts it is not common to find fighters that are here for the money. A true Bloodmarket fighter is paid in cheers and shouts from the crowd, they only care for glory.

Creating a Bloodmarket Fighter[edit]

Many members of the Bloodmarket find it hard to be anywhere else, but some know that these fights and the glory they bring is meager in comparison to the glory that can be earned outside the city walls. These rare fighters strike out from Faro in search of adventure, whether that means saving a town from vicious beasts or beating a necromancer into a bloody pulp, all that matters is victory.

Quick Build

To make a Bloodmarket fighter, Strength should be your highest ability score, followed by Constitution. After that, Dexterity should be your highest score.

Class Features

As a Heavyweight Boxer you gain the following class features.

Hit Points

Hit Dice: 1d10 per Heavyweight Boxer level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Heavyweight Boxer level after 1st

Proficiencies

Armor: None
Weapons: Improvised weapons
Tools: None
Saving Throws: Constitution, Strength
Skills: Choose two skills from: Acrobatics, Athletics, Intimidation, Performance, Perception, Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Boxer Gauntlets or (b) Fighting wraps
  • (a) A collapsible chair or (b) any simple Improvised weapon
  • (a) an explorer's pack or (b) a dungeoneer's pack

Table: The Heavyweight Boxer

Level Proficiency
Bonus
Features
1st +2 Deadly Strikes, Unarmored Defense
2nd +2 Stamina, Fighting Spirit
3rd +2 Boxer Archetype, Fighting Ring
4th +2 Ability Score Improvement
5th +3 Extra Attack, Knockout
6th +3 Archetype Feature
7th +3 Evasion
8th +3 Ability Score Improvement
9th +4 Magic Hands
10th +4 Prized Fighter
11th +4 Archetype Feature
12th +4 Ability Score Improvement
13th +5 Diamond Fortitude
14th +5 Doom Fists
15th +5 Ultimate Self
16th +5 Ability Score Improvement
17th +6 Archetype Feature
18th +6 Diet Regimen
19th +6 Ability Score Improvement
20th +6 Undisputed Champion


Deadly Strikes[edit]

While you may not be skilled with swords, your fists offer all the protection you need. Your unarmed strikes deal 1d6 of bludgeoning damage + your Strength modifier. Additionally while you are not using armor and are not holding a weapon, you may make an extra unarmed strike as a bonus action.

Unarmored Defense[edit]

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You cannot gain any benefit from this feature if you are holding a shield.

Stamina[edit]

Starting at 2nd level you gain a pool of stamina equivalent to your heavyweight boxer class level + half your Constitution modifier (rounded down). Stamina can be fully regained after successfully completing a short or long rest. You lose all points of stamina and can't use it if you have 1 or more levels of exhaustion. Stamina can be used to do one or more of the following actions each round:

Sucker punch: Whenever an opponent tries to hit you with a melee attack, you may use your reaction and 1 point of stamina to make an unarmed strike with a disadvantage. If your sucker punch hits the target, the target has to make their next attack with disadvantage.

Air Swing: As part of an attack, you may use 1 point of stamina to increase the range of your punch by 5ft.

Overhand Punch: As part of an attack, you may spend 2 point of stamina to do an all out attack against a target. Make an attack with a - 5 to hit. If the attack hits the target, the attack is a critical hit. If it misses, any attack made against you is at advantage until the start of your next turn.

Soul Punch: As part of an attack you may use 1 point of stamina to send a shock wave into your opponents body, dealing an additional 1d4 force damage on your unarmed strike. This attack counts as magical for the purpose of overcoming resistances.

Parry: You may use your bonus action and 1 point of stamina to increase your AC by 2 until the start of your next turn, or until you get hit.

Boxer Archetype[edit]

Not all boxers choose the path of fame and wealth. Some choose a life on the streets, while others prefer a life of rugged danger. Starting at the 3rd level, you choose a boxer archetype.


Taunt[edit]

At the 3rd level, as a bonus action, you may Taunt an enemy. The chosen enemy will only engage you for the next round and will not try to escape during this effect, this effect lasts one round.

Ability Score Improvement[edit]

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.

Knockout[edit]

Starting at 5th level, on a critical hit, the target must make a Constitution saving throw equal to 8 + your Proficiency Bonus + your Strength modifier. On a failed save, the target is knocked unconscious until the start of it's next turn. On a successful save, the creature suffers no ill effects.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Evasion[edit]

Starting at 7th level, you are able to make a Dexterity saving throw when an enemy uses an area of effect attack. You take no damage on a successful saving throw and half damage on a failed saving throw.

Magic Hands[edit]

Starting at 9th level, your fists count as magical for the purpose of overcoming resistances and immunities to nonmagical attacks. Additionally, the damage die for your unarmed strikes goes up to 1d8.

Prized Fighter[edit]

Starting at the 10th level, the drive of winning compels you to push your body past it's limits, or resort to more unsavory tactics. You can use 4 points of stamina to be under the effect of haste for 1 minute. After the effect ends you gain 1 level of exhaustion instead of the regular haste penalty. Additionally you can now use stamina to perform the rabbit punch technique.

Rabbit Punch: By using 4 points of stamina, before you roll to hit you may attempt to perform an illegal move to paralyze the target. If you hit your targeted creature with an unarmed strike, it has to make a Constitution saving throw (dc: 8 + your proficiency bonus + your Strength modifier). On a failed save the targeted creature is paralyzed until the end of your next turn. On a success, the targeted creature suffers no effects, other than your normal attack damage.

Diamond Fortitude[edit]

Starting at the 13th level, you keep on fighting until your last breath and beyond. When your hit points are reduced to 0 you can make a DC 15 Constitution saving throw. On a success you regain 1 hit point, and gain temporary hit points equal to double your Constitution modifier(minimum 1). Each time you use this feature you gain 1 level of exhaustion. All levels of exhaustion gained this way disappear upon completing a long rest.

Doom Fists[edit]

Starting at the 14th level, you deal double damage to constructs and structures when attacking them with unarmed strikes.

Ultimate Self[edit]

Starting at the 15th level, you are now "in the zone", making your mind incorruptible. As long as you have stamina, you can expend one point from your stamina to end the effects of being frightened or charmed.

Diet Regimen[edit]

Starting at 18th level, you choose one of the following diets to push you beyond normal human limits:

Blaze Steak Meat
Adds 1d4 fire damage to all attacks made with unarmed strikes.
Thunder Bird Proteins
Adds 1d4 lightning damage to all attacks made with unarmed strikes.
Chill Maker Juice
Adds 1d4 cold damage to all attacks made with unarmed strikes.

Undisputed Champion[edit]

There's no question that you are the greatest boxer to have ever lived. At 20th level, you have unmatched endurance and power. Your Strength and Constitution scores increase by 4. Your maximum for those abilities is now 24.

Champion Boxer[edit]

Champion boxers live for fame and glory and are highly respected for their fighting ability.

Champion's Fortitude

Champions are never down for the count. Starting at 3rd level, whenever you land a critical hit on a creature, or you defeat a creature engaged in a taunt, you regain 1 point of stamina.

Eager Fighter

Starting at 6th level, your eagerness to fight can give you the upper hand in combat. You have advantage on initiative rolls.

other bonus...
Legendary

You have become a well known legendary boxer. As they say, legends never die. At 17th level, as an action you gain temporary hit points equal to double your heavyweight boxer level. You regain use of this feature after you finish a short or long rest.

Brawler[edit]

Brawlers are savage fighters with primal fury. They tend towards chaotic.

Dishonorable Strike

Starting at 3rd level, you deal an extra 1d8 of bludgeoning damage to any attacks you have advantage on.

Power Kick

Starting at 6th level, you can use 2 points of stamina to kick your opponent as an attack. Your opponent takes 2d8 damage on a successful hit and must make a successful Strength saving throw of 8 + your Proficiency Bonus + Your Strength modifier, or be knocked prone if they are Large or smaller.

Fury

Starting at 11th level, your attacks become more than harmful to your foes. When you make an unarmed strike and roll the highest possible number on any of the dice on the damage roll, roll an additional die of the same type. Do not roll additional dice again if the additional dice result in a highest possible roll.

Primal Rage

Starting at 17th level, you may use up to your maximum stamina (min 2) to enter the primal rage mode. While in primal rage you have resistance to all damage, except for force damage. You can't speak, you cannot cast spells and you cannot use items. Your movement speed is doubled and you are forced to attack the closest creature to you. If it happens to be an ally, you must roll a wisdom saving throw DC 15. On a success you may choose another target. If there are two or more creatures at the same range, 1 is selected at random. If no creature can be attacked, you must use your full movement to get close to a target. The effects of this feature last a number of turns equivalent to the amount of stamina used divided by 2, or until you fall unconscious. You may only use this feature once, and regain use of it upon finishing a long rest.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the heavyweight boxer class, you must meet these prerequisites: Constitution 13.

Proficiencies. When you multiclass into the heavyweight boxer class, you gain the following proficiencies: improvised weapons.


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