My Documents
Become a Patron!
## Monastic Tradition ### Way of the Boxer Monks of the Way of the Boxer are less focused on the spiritual aspects of monkhood and moreso on impressing audiences with their physical prowess. These agile brawlers are able to dodge attacks from all angles and dish them out in return. #### Counter When you choose this tradition at 3rd level, while your Patient Defense is active, you can use your reaction to make an unarmed strike against a creature within 5 feet of you if it misses an attack against you. #### Boxing Style At 3rd level, you develop a particular style of fighting. You learn one of the following boxing styles and additional boxing styles at 6th and 11th level. Whenever you gain a level in this class, you can replace a boxing style you know with a different one. **One on One.** You deal additional damage equal to your Martial Arts die on your first unarmed strike against a creature if no other creatures are within 5 feet of you. **Parry.** When a creature hits you with a melee attack, you can use your reaction and spend 1 ki point to reduce the damage by an amount equal to your Martial Arts die + your Dexterity modifier. **Speed Burst.** When you use Step of the Wind, your speed increases by 15 feet until the end of your turn. **Underdog.** Once per turn, You deal additional damage equal to your Dexterity modifier (minimum of 1) to creatures that are a larger size than you. **Armor Breaker.** Your unarmed strikes ignore 1 point of AC for creatures wearing armor. **Defensive Fighting.** Whenever you use Patient Defense, you receive a +1 bonus to your AC until the start of your next turn. #### Fists of Fury At 6th level, You receive a +1 bonus to attack and damage rolls whenever you make an unarmed strike. #### Knockout Punch At 11th level, as an action, you can spend 2 ki points to make three unarmed strikes against a single creature. If at least two of the strikes land, you can temporarily incapacitate the creature. It must succeed on a Constitution saving throw or fall unconscious until it takes damage or until someone uses an action to awaken the creature. Otherwise, it remains unconscious for 1 minute. Once you successfully knock a creature unconscious using this feature, you can't do so again until you finish a long rest. #### Go The Distance Starting at 17th level, whenever you fall below half your hit point maximum, you can use a reaction and spend any number of remaining ki points to gain 2 temporary hit points per ki point spent and deal an additional 1d8 damage once per turn for the nest minute. Once you use this feature, you can't use it again until you finish a long rest.