Kickboxer (5e Class)
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- 1 Kickboxer
- 1.1 Creating a Kickboxer
- 1.2 Class Features
- 1.2.1 Table: The Kickboxer
- 1.2.2 Kickboxer's Technique
- 1.2.3 Unarmored Defense
- 1.2.4 Fluidity of Movement
- 1.2.5 Professional Kickboxer
- 1.2.6 Follow-Up Strike
- 1.2.7 Kickboxing Style
- 1.2.8 Ability Score Increase
- 1.2.9 Extra Attack
- 1.2.10 Body Blow
- 1.2.11 Undaunting Flesh
- 1.2.12 Disorientating Combination
- 1.2.13 Kickback
- 1.2.14 Fleet of Feet
- 1.2.15 Dropkick
- 1.2.16 Tag-In
- 1.2.17 Hurricanrana
- 1.2.18 Sense of Danger
- 1.2.19 Flurry of Toes
- 1.2.20 Toe-tality
- 2 Kickboxer Technique
Dedicated to a life of honing your body, you put everything on the frontlines with nothing more than the pants on your feet. You bar yourself from honing a specific weapon, but in return are given a boon of various powerful combinations learned over years of dedication.
Creating a Kickboxer
The power to turn your body isn't simply something you're born with, it's a talent trained long and hard for. While it's an art more favored among humans, almost anyone with the discipline and physique can learn the art.
- Quick Build
You can make a Kickboxer quickly by following these suggestions. Dexterity should be your highest ability score, followed by Constitution or Wisdom.
As a Kickboxer you gain the following class features.
- Hit Points
Weapons: Gauntlets, Brass Knuckles, Cesteuses.
Saving Throws: Dexterity and Constitution
Skills: Choose two from Acrobatics, Athletics, Insight, Intimidation, Perception, Stealth, Slight of Hands, or Performance
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A brass knuckles or (b) A cestus
- (a) An explorer's pack or (b) A dungeoneer's pack
- If you are using starting wealth, you have 4d4 x 10 in funds.
|1st||+2||1d8||Kickboxer's Technique, Unarmored Defense|
|2nd||+2||1d8||Fluidity of movement, Professional Kickboxer|
|3rd||+2||1d8||Kickboxing Style, Follow-up Strike|
|4th||+2||1d8||Ability Score Improvement,|
|8th||+3||1d10||Ability Score Improvement, Kickboxing Style Ability|
|11th||+4||1d12||Fleet of Feet|
|12th||+4||1d12||Ability Score Improvement, Kickboxing Style Ability|
|14th||+5||2d6||Tag-Team, Ability Score Improvement|
|16th||+5||2d6||Ability Score Improvement, Kickboxing Style Ability|
|17th||+6||2d6||Sense of Danger|
|18th||+6||2d8||Flurry of Toes|
|19th||+6||2d8||Ability Score Improvement|
At 1st level, the weight behind your kicks hits harder than the average armed attack. When wielding no weapons, your Kicks, which are considered Unarmed strikes, deal 1d8 + Strength or Dexterity modifier bludgeoning damage. Your Damage scales up in accordance with the chart above.
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Strength modifier + your Constitution modifier.
Fluidity of Movement
At 2nd level, your time in training your legs hasn't gone to waste, you're able to move faster and farther than the average person. You gain a bonus to your movement speed equal to 15ft.
You've dedicated your life to this art, and it's starting to pay off. Starting at 2nd level, you can use your bonus action after an attack to unleash a torrent of kicks at your opponent dealing an extra 1d10 + Strength or Dexterity modifier in bludgeoning damage, however, you have disadvantage on Strength saving throws if you used Strength as your modifier or Dexterity saving throws if you used Dexterity as your modifier until the start of your next turn. This damage improves to 1d12 at 5th level, 2d6 at level 11, and 2d8 at level 17
Starting at 3rd level, you know how to really apply pressure at opportune moments. Whenever you land a critical hit on an enemy, you may use your reaction to make an additional attack action against them. This attack action must be done on the creature that you attacked, or if that creature is at 0 hit points any other creature within 5 feet of the initial target.
Starting at 3th level, you may choose the path of kickboxing you wish to pursue. The options are Northern Shaolin, Ba Gua Zhang, Tai Chi and Hung Gar. See below for details. You will receive a skill in whatever path you choose at levels 3, 8, 12, and 16.
Ability Score Increase
When you reach 4th Level, and again at 6th, 8th, 12th, 14th, 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.
Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.
Starting at 6th level, you've learned where to hit to knock the wind out of someone. As an action, you may make a single 3d10 + Strength bludgeoning strike against a creature. The targeted creature must then make a Strength saving throw equal to 8 + your Strength modifier + you proficiency bonus. Failure of the DC will result in the foe being knocked Prone. The damage for this feature is increased to 4d10 + Strength at level 15.
This feature can be used an amount of times equal to your Strength modifier, uses being regained after a long rest.
Starting at 7th level, You gain 7 extra hit points and gain 1 extra hit point each time you level up.
Starting at 9th level, you can deliver a devastating blow that would knock the sense out of anyone. As an action, you can aim your kick at the side of a creature's head. If they are not wearing a helmet, they are Confused as if affected by the confusion spell for 2 turns unless they pass a Constitution saving throw equal to 8 + your Strength modifier + proficiency. If they are wearing a helmet, then they have disadvantage on the saving throw.
This feature can only be used once, use being regained after a long rest.
Starting at level 10, if you have not been hit this round, you may heal for 1d8 + your kickboxer level as a bonus action. You may use this feature a number of times equal to your Constitution modifier, and regain expended uses upon finishing a long rest.
Fleet of Feet
Starting at 11th level, you gain proficiency in the Acrobatics and, Athletics skills. If you are already proficient in these skills, double your proficiency bonus.
Starting at 13th level, a number of times equal to your dexterity modifier per short rest, you may make a special attack after moving 15ft. The opponent must make a dexterity save with the DC equaling 8 + your proficiency bonus + Strength modifier, on a failure the creature takes is 5d10 + Strength bludgeoning damage (or half on a successful save), or be knocked back 20 feet and take 2d8 + strength modifier bludgeoning. This feature will only knock back creatures one size larger than yourself, or smaller. You choose the effect after the attack hits.
Starting at 14th level, as long as you're within 5 feet of an ally, you have advantage, additionally, if an enemy is knocked prone within 5 feet of you, you may use your reaction to perform an attack against them.
Starting at 15th level, you can use any attack action to wrap your legs around the head of a foe and attempt to grapple them to the ground. You make a grapple check as a bonus action and on a successful grapple, you may do one of the following as an action:
- Use your action to blind them for one minute, once per short rest
- Knock them prone and attack as normal, no cooldown
- or -
- impose a DC: 8 + Strength or Dexterity modifier + proficiency bonus constitution saving throw on them, on a failed save they take 8d6 necrotic damage or half as much on a successful save, once per long rest
Sense of Danger
Starting at 17th level, you can sense an aura of malice against those who wish you harm. As a result, you cannot be surprised or ambushed. Additionally, you no longer suffer disadvantage in darkness and gain blindsight up to 15ft.
Flurry of Toes
Starting at 18th level, your speed has surpassed what most people would call naturally obtainable. You may choose an enemy to target and attack them until you miss. This cannot exceed four attack actions. You may do this as many times as your dexterity modifier per long rest.
Starting at 20th level, you have mastered everything you can involving the art of using one's legs and feet to achieve amazing things. When you attack you may treat any roll below a 9 as a 10. Additionally you gain the ability to make one failed check, in Dexterity and Strength skills into a 20. This may be done once per long rest.
Many of Shaolin's movements come from nature, utilizing the behaviors of various animals and the five Chinese elements, wood, fire, earth, metal, and water. Shaolin teaches students use their energy to penetrate their opponents, sending it forward for thousands of miles.
- Attack Specialist
At 3th level, Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and your extra attack feature improves, The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. Additionally, you may choose one of the following fighting styles:
- Attack Attacker: When you deal damage to a creature you also give them a -1d6 penalty on their next damage roll that they inflict. This may be done once per round on the target of your attacks.
- Weapon Attacker: You gain a +2 bonus to damage rolls with all weapons you are proficient in.
- Tunnel Attacker: As a bonus action, you can enter an offensive stance that lasts until the start of your next turn and extends your reach by 5 feet. While in your stance, you can use your reaction to make a melee attack against a creature that enters your range.
- Savage Blows
Your kicks are no longer just scary; they're deadly. Starting at 8th level, you land a critical attack on a 19-20 At 15th level, you land a critical attack on an 18-20.
- Unending Violence
Starting at 12th level, you hurl yourself into danger headfirst. You gain +1 to your unarmed attacks and damage when you are wearing no armor and you gain an additional 10 movement speed, This bonus increases to +2 attack and damage at level 16 and +3 attacks and damage at level 20
- Unyielding Soul
Starting at 16th level, you launch yourself into combat recklessly and somehow survive. When you have advantage on an attack you can instead choose to make an extra attack. The amount of times you can do this per long rest is equal to your Strength score. Additionally, your Strength score and it's maximum increases up by 2.
Ba Gua Zhang
"Baguazhang" translates into "eight trigram palm." These can refer to the eight animals which Ba Gua movements are based on; Lion, Snake, Bear, Dragon, Phoenix, Rooster, Qilin, and Monkey. 'Circle walking' is used to train stance and movement. This teaches the practitioner how to move and change direction without pausing or losing momentum, as well as staying behind the opponent's back. The tactics used are outflanking and outmaneuvering.
- Movement Specialist
At 3th level, Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and You gain an extra 5 ft of movement, and you may ignore difficult terrain. This is increased to 15ft at level 10 and 25ft at level 16. Additionally, you may choose from the following fighting styles:
- Swift Arms: When you are grappled you may make attacks normally(e.g. Without the usual disadvantage) and may add a +1 to attacks on a creature you have grappled.
- Swift Legs: If you have moved on your previous turn any creature that has not moved an amount equal to you they have disadvantage on attack against you.
- Swift Mind: When you make any Dexterity check or Initiative roll you may roll your technique die and add that to the total however you may only move half your speed until the start of your next turn.
- Slippery Snake
Your legs move inhumanly to avoid incoming dangers. Starting at 8th level, you may use your bonus action to disengage, dash, or dodge.
- Unending Step
Starting at 12th level, you hurl yourself into combat and are a swift striker. Every 15 feet you move you gain one extra damage die(Matching your own) added to the damage of your next attack. These dice last until the next attack you make and are wasted on both a hit or miss. These dice are not doubled on a critical hit.
- Cyclical Defense
Starting at 16th level, your ability to dodge attacks is parallel to the wind itself. You may use your reaction to add your Technique die to your AC and Dexterity saving throws. You may use this a number of times equal to your dexterity modifier, regaining usage after a long rest.
Additionally, your Dexterity score and its maximum increases up by 2.
This style uses deep, low stances, such as the hose stance, and strong hand techniques. Hung Gar is one of the more external styles, but also practices some internal movement. Emphasis is put on having firm, solid stances. The more connected to the Earth one is, the more power they will have. The Chinese character "Hung" is a family name which means "to stand firm and tall with integrity."
- Defense Specialist
At 3th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and +1 AC. This increases to +2 at level 10, and +3 at level 16. Additionally you gain one of the following fighting styles:
- Brutal Stance: before making an attack on your turn you can choose to apply your proficiency bonus to your damage roll instead of the attack roll
- Careful Stance: As a bonus action, you may add half your proficiency bonus to your AC until the start of your next turn.
- Defender's Stance: When a creature within 5 feet of you that you can see is being attacked you may use you reaction to swap places with them and the attacker is now attacking you.
- Prepare Yourself
Your skin becomes thicker still. Starting at 8th level, you gain an additional 8 hit points and 1 hit point per level up(This works in conjunction with the Undaunting flesh feature) and have advantage on Dexterity saving throws from effects that you can see.
- Unending Life
Starting at 12th level, If you drop to 0 hit points and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
- Eternal Aegis
Starting at 16th level, you become an immovable stone in the face of combat. When an attack is made against you from a distance greater than 5ft you have resistance to the damage. Additionally, your Constitution score and its maximum increases up by 2.
Tai Chi, an internal style that focuses on the control of energy. It is a very soft, gentle and flowing, but devastating when mastered. Tai Chi students learn to use little strength to defend themselves. With Tai Chi, the practitioner creates circles to pass by attacking energy and issues their own energy outward. While being used for combat, Tai Chi also serves as therapy for the purpose of health and longevity. "Tai Chi" literally translates into "Incredible Energy," and it earns its title.
- Reflection Specialist
At 3th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage and may use your Wisdom modifier for your physical attacks. Additionally, you may, as a reaction, negate the damage of an incoming attack or trap from a source that you can see equal to your technique die + your wisdom modifier of damage (to a minimum of 1), this may be done a number of times equal to your Wisdom modifier, regaining usage after a long rest.
- Flow Like Water
At 8th level. Your mind moves as fast as your legs do. Beginning at 8th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a Long Rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
- Still Pond, Fast Ripples.
Starting at 12th level, you can use your bonus action to end one effect on yourself that is causing you to be charmed or frightened. Additionally, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
- Shining Reflection
Starting at 16th level, you drown your opponents in their own mistakes. If an attack misses you, you may attack the creature that missed you without using a reaction. Additionally, your Wisdom score goes up by 2 and the maximum score becomes a 22.
Prerequisites. To qualify for multiclassing into the Kickboxer class, you must meet these prerequisites: Dexterity 14 or Strength 14
Proficiencies. When you multiclass into the kickboxer class, you gain the following proficiencies: Unarmed, Improvised Weapons