Bloodmarket Fighter (5e Class)
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- 1 Bloodmarket Fighter
- 2 Bloody Entertainers
- 2.1 Creating a Bloodmarket Fighter
- 2.2 Class Features
- 2.2.1 Table: The Heavyweight Boxer
- 2.2.2 Deadly Strikes
- 2.2.3 Unarmored Defense
- 2.2.4 Stamina
- 2.2.5 Boxer Archetype
- 2.2.6 Taunt
- 2.2.7 Ability Score Improvement
- 2.2.8 Knockout
- 2.2.9 Extra Attack
- 2.2.10 Evasion
- 2.2.11 Magic Hands
- 2.2.12 Prized Fighter
- 2.2.13 Diamond Fortitude
- 2.2.14 Doom Fists
- 2.2.15 Ultimate Self
- 2.2.16 Diet Regimen
- 2.2.17 Undisputed Champion
- 2.3 Champion Boxer
- 2.4 Brawler
- 2.5 Multiclassing
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.
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
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
As a Heavyweight Boxer you gain the following class features.
- Hit Points
Weapons: Improvised weapons
Saving Throws: Constitution, Strength
Skills: Choose two skills from: Acrobatics, Athletics, Intimidation, Performance, Perception, Survival
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
|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|
|8th||+3||Ability Score Improvement|
|12th||+4||Ability Score Improvement|
|16th||+5||Ability Score Improvement|
|19th||+6||Ability Score Improvement|
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.
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.
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.
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
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.
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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
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.
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.
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.
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.
Starting at the 14th level, you deal double damage to constructs and structures when attacking them with unarmed strikes.
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.
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.
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 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...
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.
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.
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.
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.