Heavyweight Boxer (5e Class)

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Heavyweight Boxer

Heavyweight boxers are champions of fame and glory! Very few boxers choose the adventuring lifestyle to combat evil. Most choose to be adventurous for the wealth, or because they just like punching things. These brawlers come from all walks of life, ranging from the savage half-orc, to the feisty halfling.

Few mortals can match their devastating blows.

Heavyweight boxers always prove themselves to be the greatest fighters to ever live. Their feet remain firm to the ground, and their fists raised high in the air. They never surrender. Once they are knocked down, they get back up. Surrender is never an option!

Creating a Heavyweight Boxer

What made your character into a prizefighter-turned-adventurer? Did they do it for extra training before a major bout in the ring? Are they doing it to promote themselves for their next fight? Are they trying to regain the money they lost from a fight? Or are they tired of fighting normal opponents, and want a challenge worthy of their skill and status?

Quick Build

To make a heavyweight boxer, Strength should be your highest ability score, followed by Constitution. After that, Dexterity should be your highest score. Second, choose the Folk Hero background.

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


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


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

  • (a) an explorer's pack or (b) a dungeoneer's pack

Table: The Heavyweight Boxer

Level Proficiency
deadly strikes Features
1st +2 1d6 Deadly Strikes, Unarmored Defense
2nd +2 1d6 Stamina, Fighting Spirit
3rd +2 1d6 Boxer Archetype, Fighting Ring
4th +2 1d6 Ability Score Improvement
5th +3 1d8 Knockout, Extra Attack
6th +3 1d8 Magic Hands, Boxer feature
7th +3 1d8 Evasion
8th +3 1d8 Ability Score Improvement
9th +4 1d10 Deadly Strikes improvement
10th +4 1d10 Prized Fighter, Extra Attack improvement
11th +4 1d10 Boxer feature
12th +4 1d10 Ability Score Improvement
13th +5 2d6 Diamond Fortitude
14th +5 2d6 Doom Fists
15th +5 2d6 Ultimate Self
16th +5 2d6 Ability Score Improvement, Extra Attack improvement
17th +6 2d8 Boxer feature
18th +6 2d8 Diet Regimen
19th +6 2d10 Ability Score Improvement
20th +6 2d10 Undisputed Champion

Deadly Strikes

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.

This damage increases as you continue in level

Unarmored Defense

While you are not wearing any armor or/and holding a shield; your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier + half your Strength modifier (rounded down).

Fighting Spirit

At the 2nd level, as a bonus action you may roll a number of hit dice equal to half your heavyweight boxer level, rounded down (minimum 1). You gain temporary hit points equal to the result of your roll. Temporary hit points gained this way cannot exceed 30. Additionally, you regain stamina equal to half of your heavyweight boxer level, rounded down (minimum one). Once you use this feature you must finish a short or long rest before you can use it again.


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 disadvantage. If your sucker punch hits the target, the target has to make their next attack with disadvantage.
  • Lunging Step: As part of an attack action, you may use 1 point of stamina to increase the range of your unarmed strike by 5ft, gaining the reach property for the attack.
  • Uppercut: As part of an attack, you may spend 2 points of stamina to attempt to uppercut a target. Make an attack with a + 3 to hit. If the attack hits the target, the attack is a critical hit. If it misses, you are left open, any attack made against you is an advantage until the start of your next turn.
  • Shock Wave Strike: As part of an attack you may use 1 point of stamina to send a shock wave into your opponent's body, dealing an additional 1d12 bludgeoning damage on your unarmed strike. This attack counts as magical for the purpose of overcoming resistances.
  • Guard: You may use your bonus action and 1 point of stamina to increase your AC by an amount equal to your proficiency bonus until the start of your next turn, or until you get hit.

Fighting Ring

At the 3rd level, as a bonus action, you may use 1 stamina point to initiate ring combat with any 1 hostile creature you can see. While engaged in ring combat if you are within 20 feet of that creature you gain the following benefits:

  • At the start of your turn, you gain temporary hit point equivalent to your Constitution modifier that last until Fighting Ring ends.
  • A + 2 to all damage rolls you make against that creature.
  • If the creature engaged in ring combat were to provoke an opportunity attack, you may use your reaction to attempt to perform an unarmed strike with advantage.

Ring combat ends if you end your turn more than 20 feet away from your target, or if either you or your target goes unconscious. You can only be engaged in ring combat against 1 creature at a time. If you kill/knock unconscious the creature you are engaged in ring combat with, the effects of the feature are ended.

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, when you score 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 stunned for a number of turns equal to your Strength modifier. On a successful save, the target is pushed back 5ft. If the target fails the initial save, it may make another save at the end of each of its turns, and is not pushed back if it succeeds. A creature stunned by this feature is immune to Knockout until the the start of their next turn.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of extra attacks increases to three at 11th level and up to four at 16th level.


Starting at 7th level, whenever you make a Dexterity saving throw against an area of effect which would have you take half damage on a successful save; you instead take no damage on a successful saving throw and half damage on a failed saving throw.

Magic Hands

Starting at 6th level, your fists count as magical for the purpose of overcoming resistances and immunities to nonmagical attacks.

Prized Fighter

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 the haste spell 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 2 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

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 10 Constitution saving throw. On a success you regain 1 hit point plus hit points equal to double your Constitution modifier(minimum 1). Every time you use this feature after the first one the DC is increased by 5, the DC reset to 10 upon completing a long rest.

Doom Fists

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

Ultimate Self

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 as a bonus action from your stamina to end the effects of being frightened or charmed.

Diet Regime

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

Blaze Steak Meat
Adds 1d10 fire damage to all attacks made with unarmed strikes.
Thunder Bird Proteins
Adds 1d10 lightning damage to all attacks made with unarmed strikes.
Chill Maker Juice
Adds 1d10 cold damage to all attacks made with unarmed strikes.
Shining Shake
Adds 1d10 radiant damage to all attacks made with unarmed strikes.
Deadly Drink
Adds 1d10 necrotic damage to all attacks made with unarmed strikes.
Caustic Cider
Adds 1d10 acid damage to all attacks made with unarmed strikes.
Toxic Tequila
Adds 1d10 poison damage to all attacks made with unarmed strikes.
Forceful Cappuccino
Adds 1d10 force damage to all attacks made with unarmed strikes.

Undisputed Champion

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.

Boxer Archetype

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.

Champion Boxer

Champion boxers live for fame and glory and are highly respected for their fighting ability. Champions tend toward lawful.

Champion's Touch

Starting at 3rd level, your training in the ring has allowed you to see critical points easier. You now score a critical on a d20 roll of 19 or 20.

Undeterred Aggressor

Starting at 3rd level, you have a +1 bonus to your attack rolls with unarmed strikes and you have advantage on saving throws against being frightened.

Champion's Fortitude

Champions are never down for the count. Starting at 6th level, whenever you land a critical hit on a creature, or you defeat a creature engaged in ring combat, you regain 1 point of stamina.

Eager Fighter

Starting at 11th level, your eagerness to fight can give you the upper hand in combat. You have advantage on initiative rolls. Additionally if you are surprised at the beginning of combat, you can act as long as your action is used to attack someone.


You have become a well known legendary boxer. As they say, legends never die. At 17th level, as a bonus 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.

Megalo Boxer

Registering as a Megalo Boxer is the only way to prove your worth in the world of boxing. An annual tournament sees many hopeful competitors from across the globe, but can only crown one champion. Megalo Boxers are more defensive than Champions or Brawlers.


Starting at 3rd level, you are equipped with a gear, and proficient in, Gear. You gain +2 AC. Additionally, you deal an extra 1d4 bludgeoning damage on all attacks. Attacks with Gear are still considered unarmed. Your movement speed decreases by 5ft.

Bait and Punish

At 3rd level, if you are hit with a melee attack, you may use your reaction to spend two stamina points to return damage equal to that which you should have taken, and reduce the damage dealt to you by a half.

Integrated Gear

At 6th level, your gear becomes a part of you and cannot be removed by magic. Your movement speed increases by 10ft. You are resistant to being stunned or slowed.

On Your Toes

At 6th level, you gain double proficiency in perception. Your passive perception is now 16 unless already higher.

Ace Intelligence

Starting at 11th level, your gear is charmed to identify and predict enemy attacks. Add +2 to your Intelligence score. Any creature you have seen attack has disadvantage to hit when attacking you. Additionally, you gain advantage when attacking a creature you have seen attack. You can only use each of these features once per your turn.

Megalonia Gear

At 11th level, you may choose one of two specially designed gear models.

Spider Gear - You have advantage when attempting to grapple creatures, as well as attempting to climb. Increase your movement speed by 5ft.

Lion Gear - All attacks do an additional 1d6 piercing damage. Add +1 to your Armor Class. Reduce your movement speed by 5ft.

Crippling Blow

At 17th level, when you successfully land a hit, the target creature must make a Strength saving throw of 10 + your Strength modifier + your proficiency bonus. If they fail, they have achance to be either blinded, deafened, or paralyzed. This feature ignores resistance to bludgeoning damage. You may only use this feature once, until completing a short or long rest.


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

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

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