TEXT: Prizefighter
  Dar’Gul was hesitant for a moment as he climed the 
  steps into the ring. The young Genasi had dreamed of 
  this moment all his life, but now that it was finally here, 
  his mind flitted with all the ways it could go wrong. 
   
  But when his first opponent jumped the ropes and 
  landed with a heavy thud on his feet, a cool blue flame 
  of  confidence washed over his body, for all to see. The 
  Orc was a big one - almost twice Dar’Gul’s size - but that 
  meant he was slow, and there was no way he could keep 
  up with the fiery, young man’s speed. All he had to do 
  was duck and doge until the big guy wore himself out.  
  Then the fight was as good as his.
  Unmatched athletes
  Prizefighters are not your standard type of adventurer, 
  even if you could call adventurers standard. Learning 
  their trade through shear determination and athletic 
  ambition, a Prizefighter inters combat without armor 
  and carrying no weapon other than his fists. But 
  those fists may just be the most powerful thing on the 
  battlefield. 
   
  What a Prizefighter lacks in weapon training or magical 
  talent, she makes up for in raw power and skill. Years of 
  training to the physical peak have honed a prizefighter’s 
  athletic prowess to unmatched levels, and even the ki-
  fueled blows of a monk are little match for the full-fisted 
  strike of a prizefighter’s punch. At the highest level of 
  prowess, a single punch from a prizefighter is enough 
  to render most creatures unconscious before they even 
  know how to react. 
  Creating a Prizefighter
  Prizefighters aren’t born, they are made. Unlike most 
  other adventurous professions, a prizefighter trains 
  with a specific goal in mind, and more often than not, 
  this single minded focus comes in the form of fame or 
  fortune to be won in the ring or coliseum, bu thtis is not 
  always the case. One constant that always holds true is 
  that Prizefighters are concerned with Competition, not 
  Combat. They are not warriors, but athletes, even if they 
  play the role of the warrior when the time comes. Think 
  about what sort of contest your prizefighter may have 
  trained for, or what goal they might have. Do they fight 
  to survive, or are they seeking some specific Glory?
  Not all Prizefighters learned their skills in the ring, 
  however. Consider where your character gained honed 
  their skills, and how that might affect their reputation as 
  a prizefighter. Did they grow up on the streets, fighting 
  out of necessity? Or were they taken in by an old has-
  been and trained in a high-energy montage? Perhaps 
  they grew up with wealth, and could afford to be trained 
  into a champion by the very best? 
  Whatever the case, Prizefighters have worked hard to 
  reach the level of physical fitness and power that they 
  have, and level of determination has a way of bleeding 
  through into other activities. Does your prizefighter 
  pursue every activity with such fervour, or is their focus 
  so single minded that they put aside less important 
  things such as friends and companions?
  
  Class Features
  As a Prizefighter, you gain the following class features.
  Hit Points
  Hit Dice: 1d10 per Prizefighter
  Hit points at 1st Level: 10 + your Constitution modifier
  Hit points at higher Levels: 1d10 (or 6) + your 
  Constitution modifier each level after 1st
  Proficiencies
  Armor: Gauntlets, Boots
  Weapons: Improvised Melee, Unarmed Strikes
  Tools: None
  Saving Throws: Strenght, Constitution
  Skills: Choose two from Acrobatics, Athletics, 
  Deception, Insight, Investigation, Intimidation, and 
  Perception
  Equipment
  You start with the following equipment, in addition to 
  the equipment granted by your background: 
  • A Pair of Gauntlets or a pair of Boots
  • A dungeoneer’s pack, or an explorer’s pack
  • 150 gp in prize money
  Stamina
  Years of training your body has taught you to push 
  yourself beyond normal limits, channelling the 
  toughness of your body into a raw stamina that 
  empower’s your attacks. Beginning at first level, 
  you have a number of stamina points equal to your 
  proficiency bonus + your constitution modifier that you 
  can use to perform additional actions in combat. You 
  regain all expended stamina points after completing a 
  short or long rest
  Unarmed Expertise
  While not one to use traditional weapons, as a 
  Prizefighter, you have honed your body to it’s peak, 
  allowing you to deliver powerful blows with nothing 
  but your fists. At first level, You roll 1d8 in place of the 
  normal damage for your unarmed strikes. This die 
  changes as you gain prizefighter levels. In addition, you 
  may add the AC bonus of your gauntlets or boots to 
  your damage rolls. An attack you make with a spiked 
  gauntlet or similar weapon counts as an unarmed strike 
  for the purpose of your class abilities. Unarmed attacks 
  made while wearing enchanted or otherwise magical 
  gauntlets count as magical for the sake of overcoming 
  resistances and immunities.
  Unarmoured Defense
  Your body is hardened against fierce blows, and your 
  time in the ring has taught you how to avoid deadly 
  attacks. Beginning at 1st level, while you are wearing 
  no armor and not wielding a shield, your AC equals 10 
  + your Dexterity modifier + your Constitution Modifier. 
  You may wear gauntlets and still benefit form this 
  feature.
  Challenger’s Mark
  By second level, your focus in the ring lets you hound a 
  single opponent relentlessly. As a bonus action on your 
  turn, you can place your challenger’s mark one target 
  within 5ft. This mark lasts until the target is defeated, 
  or until you choose to remove it as a free action. While 
  the target is marked, you have advantage on unarmed 
  attacks made against it, and can make opportunity 
  attacks against the target even if you have no reactions 
  remaining. If you defeat the target of your Challenger’s 
  mark to 0 hit points, you may choose a new target as a 
  free action. You may only have one challenger’s mark 
  active at a time
  Level
  1st
  2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th
  10th
  11th
  12th
  13th
  14th
  15th
  16th
  17th
  18th
  19th
  20th
  Proficiency
  Bonus
  +2
  +2
  +2
  +2
  +3
  +3
  +3
  +3
  +4
  +4
  +4
  +4
  +5
  +5
  +5
  +5
  +6
  +6
  +6
  +6
  Features
  Unarmored Defence, Fisticuffs, Stamina
  Challenger’s Mark, Jab
  Fighting Style
  Ability Score Increase 
  Will to Survive
  Fighting Style Feature
  Improved Critical
  Ability Score Increase
  Remarkable Athlete
  Eye of the Tiger
  Fighting Style Feature
  Ability Score Increase
  Thrill of the Fight
  Superior Critical
  Fighting Style Feature
  Ability Score Increase
  Last Known Survivor
  Champion’s Stamina
  Ability Score Increase
  Fighting Style Feature
  Stamina
  Con + 2
  Con + 2
  Con + 2
  Con + 2
  Con + 3
  Con + 3
  Con + 3
  Con + 3
  Con + 4
  Con + 4
  Con + 4
  Con + 4
  Con + 5
  Con + 5
  Con + 5
  Con + 5
  Con + 6
  Con + 6
  Con + 6
  Con +6
  Unarmed Strike
  1d8
  1d8
  1d8
  2d8
  2d8
  2d8
  2d8
  3d8
  3d8
  3d8
  3d8
  4d8
  4d8
  4d8
  5d8
  5d8
  5d8
  5d8
  6d8
  6d8
  Prizefighter
  
  Jab
  At second level you understand the benefits of 
  exchanging damage for speed and accuracy. When you 
  take the attack action on your turn, you may choose 
  to make the attack as a jab. If you do so, damage of 
  your attack is reduced by half, but you may double your 
  proficiency bonus when making the attack rolls.
  Fighting Style
  No two fighters are exactly the same. At lvl 3 you choose 
  one of 3 fighting styles that best suits your presence 
  in the ring. The fighting style you choose grants you 
  additional features at 3rd, 6th, 11th, 15th, and 20th 
  level.
  Ability Score Increase
  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.
  Will to Survive
  Your will to survive helps you continue fighting even 
  against insurmountable odds. Beginning at level 5, the 
  First time between short or long rests that you are 
  reduced to less than half your hit point maximum, you 
  gain resistance to bludgeoning, piercing, and slashing 
  damage for 1 minute.
  Improved Critical
  You have taken enough hits that you know right where it 
  hurts. Starting at 7th level, your unarmed attacks score 
  a critical hit on a roll of 19 or 20.
  Remarkable Athlete
  Your body has been trained to it’s peak athletic state. 
  Beginning at 9th level, you add twice your proficiency 
  bonus to  athletics and acrobatics checks. Additionally, 
  you add 1/2 your proficiency bonus (rounded down) to 
  any strength, dexterity, or constitution check you make 
  which doesn’t already include your proficiency bonus.
  Eye of the Tiger
  By 10th level, you have learned to study your opponent’s 
  fighting style and use it to your advantage. If you have 
  spent at least an hour studying an creature, you may add 
  your insight bonus to your AC and saving throws against 
  their attacks
  Thrill of the Fight
  By level 13, the thrill of competition gives you a single 
  minded focus. You have advantage on saving throws 
  against being charmed or frightened. As an action on 
  your turn, you may spend 2 points of stamina to end one 
  effect on yourself that is causing you to be charmed or 
  frightened.
  Superior Critical
  At 14th level, your practiced eye can spot the weak 
  points of an enemy like no other. Your unarmed attacks 
  score a critical hit on a roll of 18 or 20 
  Last Known Survivor
  Beginning at level 17, your iron determination keep 
  you fighting long after others would have fallen in 
  battle. When an attack would reduce you to 0 hit points 
  or lower, you may spend up to 5 stamina points to roll 
  a number of hit dice equal to the stamina spent, and 
  subtract the result from the damage dealt. If if you 
  reduce the damage to 0, you gain the remainder as 
  temporary hit points. Each time you use this ability, you 
  gain 1 level of exhaustion
  Champion’s Stamina
  A true champion is fuelled by every strike or victory. 
  Beginning at 18th level, whenever you score a critical hit 
  or reduce a target to 0 hit points, you regain 1 point of 
  stamina. 
  
  Fighting Styles
  Prizefighters are as varied in their technique as any 
  athlete or warrior. Beginning at 3rd level, you choose 
  a Fighting style that defines your presence in the ring. 
  Three examples are listed below
  Brawler
  Brawlers are the heavyweight fighters of the competitive 
  world. You hit hard and stand their ground. What 
  you might lack in speed or agility, you make up for in 
  stamina and power. 
  Iron Chin
  Your fighting style often leaves you open to attacks, so 
  you have learned how to take a hit. Beginning at 3rd 
  level when you choose this fighting style, you gain 
  temporary hp at the start of each of your turns equal to 
  your current stamina points.
  Strong Right Hook
  A Slugger’s Fists are the most devastating weapon in 
  the ring. At 6th level,Whenever you make an attack with 
  your unarmed strike, you deal additional damage equal 
  to your proficiency bonus + your current stamina points. 
  Immovable Object
  At 11th level, you have learned to hold your ground even 
  when others would lose their footing count as one size 
  larger than you are for the purposes of grappling and 
  forced movement.
  Reckless Strike
  You didn’t get this far without taking a few chances. 
  At 15th level, whenever you make an attack with your 
  unarmed strike, you may choose to leave yourself open 
  to attacks in order to strike a powerful blow. When you 
  do so, you grant advantage to attack rolls made against 
  you until the end of your next turn, however if you hit 
  with the attack, it is considered a critical hit, regardless 
  of the attack roll.
  Knockout Blow
  By 20th level, one blow is all it takes to end most 
  fights. When you attack a creature using your unarmed 
  strike and score a critical hit, the target must make 
  a Constitution saving throw with a DC equal to your 
  current stamina + your strength modifier. On a failure 
  the target is rendered un conscious for one a minute, or 
  until a creature within 5 feet uses an action to rouse the 
  unconscious creature. 
  
  Swarmer
  Swarmers Hit hard and hit often. With a wider array 
  of punches at their disposal, Swarmers can debilitate 
  and agile foes that might be able to outmanoeuvre other 
  fighters.
  The Ol’ One-Two
  Beginning at level 3 when you choose this fighting style, 
  your fists fly faster than those of other prizefighters. 
  Immediately after you take the Attack action on your 
  turn, you can spend 1 stamina point to make an 
  unarmed strikes as a bonus action. At 15th level you 
  may make two unarmed strikes with this feature instead 
  of one. 
  Skilled Strike
  By 6th level, you have learned a variety of unique 
  strikes you can use against your opponent. When 
  you make an attack with your unarmed strike 
  against the target of your challenger’s mark, 
  you  may choose to spend one stamina point 
  declare your strike as one of the following 
  punches. On a hit, the target must succeed 
  on a constitution saving throw against your 
  8 + your proficiency bonus + your strength 
  modifier, or suffer one of the following effects:
  • Rabbit-kick The target is paralysed until 
  the end of your next turn.
  • Gazelle Strike The target is stunned and 
  Pushed 10 ft in the direction of your punch.
  • Kidney Blow The target is stunned and 
  Knocked Prone.
  • Sucker Punch The Target has 
  disadvantage on attacks until the end of your 
  next turn.
  Bob and Weave
  By 11th Level, You have learned to avoid attacks as you 
  move into position to for your own. You may add your 
  proficiency bonus to your AC if you have not made an 
  attack this round.
  Relentless Attacker
  Beginning at lvl 20, your intense training has made you 
  faster and more agile than most creatures can keep up 
  with. So long as you have at least 1 stamina remaining, 
  you are considered to be under the effect of the Haste 
  Spell
  
  Strategist
  Strategists train agility and speed, preferring to keep 
  their distance from an opponent and wear them down 
  with counter-attacks and drawn out fights.
  Duck and Dodge
  Your constant training has taught you how to make 
  best use of your speed and agility. When you choose 
  this fighting style at 3rd level, you gain proficiency in 
  dexterity saving throws. In addition, you can take the 
  dodge action as a bonus action on your turn
  Trained Manoeuvre
  You know how to read and react to a fight better 
  than most, and can use your stamina to adapt to any 
  situation. Beginning at 6th level, you gain access to a 
  number of skilful manoeuvres that you may perform by 
  spending stamina points
  Deft Footwork
  When you make an attack against the target of your 
  challenger’s mark using your unarmed strike, you may 
  spend a stamina point to move yourself or the target up 
  to 5th in any direction
  Lunge
  When you make an attack with your unarmed strike 
  against the target of your challenger’s mark, you may 
  spend a stamina point to increase your range for that 
  attack by 5 ft
  Fake-out
  You can spend one stamina point on your turn to make a 
  feint against the target of your Challenger’s Mark. Make 
  a bluff check against the target’s insight. On a success, 
  the target has disadvantage against attacks until the end 
  of it’s next turn
  Counter-Punch
  You never stop looking for an opening in your 
  opponent’s defences. At 11th level, when an enemy 
  you can see misses you with an attack, you may use 
  your reaction to spend a point of stamina and make an 
  opportunity attack against the attacker
  Danger Sense
  Beginning at 15th level, you know how to read an 
  opponent to know when they are about to strike. When 
  an attacker that you can see would hit you with an 
  attack, You may spend a point of stamina to add your 
  proficiency bonus to your AC. If this causes the attack to 
  miss you may move your speed in any direction as part 
  of the reaction
  Perfect Reaction
  You have become so skilled in reacting to your 
  opponent’s attacks that you do so without even thinking 
  about it. Beginning at lvl 20, you may take an unlimited 
  number of reactions each round
  
  Images in order
  Yaksa - ©Tantra-Online
  https://www.tantra-game.com/guias/razas/
  Desert City - ARTek92
  https://www.deviantart.com/artek92
  Desert - Stone Rage
  https://www.artstation.com/stone_rage
  Pathfinder-Sevroth Slaid - YamaOrce
  https://www.deviantart.com/yamaorce
  Tales of Arcana Orc Male - Miguel Regodon
  https://www.deviantart.com/miguelregodon
  Male Muay Thai Fighter - Saeed Jalabi
  https://www.artstation.com/saeedjalabi
  Half Orc Brawler - ianllanas
  https://www.deviantart.com/ianllanas
  Credits and 
  Acknowledgments
  Class By 
  DM Clockwork Dragon (Sebastian McCoy)
  https://dm-clockwork-dragon.tumblr.com/
  https://ko-fi.com/U6U6GK7U
  https://www.patreon.com/DMClockWorkDragon
  https://discord.gg/jr3gMsZ
  Template and Backgrounds By 
  Nathanaël Roux
  https://www.patreon.com/barkalotdesigns
  A Special thanks
  To My wife, who has put up with my obsessive work. 
   
  And of course, to all my patrons and supporters, and to 
  those fans who continue to enjoy my work. I love what I 
  get to do for you guys, and hope to continue doing it far 
  into the future
  Fan Content Notice
  The Alchemist Class is unofficial Fan Content permitted 
  under the Fan Content Policy. Not approved/endorsed 
  by Wizards. Portions of the materials used are property 
  of Wizards of the Coast. ©Wizards of the Coast LLC.
  Author’s Notes
  I originally built this class as a commission, and was 
  honestly somewhat underwhelmed by it’s scope. The 
  Client wanted a boxer class, based around the idea of 
  triangle boxing theory. But as anyone who has done 
  much home brewing knows, there are about half- a 
  thousand unarmed fighter classes available all across the 
  internet, not to mention the Monk in the PHB, which 
  made it a challenge to give the class a unique feel.
  Originally, the biggest stipulation I was given was that 
  each sub-class should be the foil of one of the others, 
  just like a game of rock-paper-scissors. And I think that 
  by having each fighting style use stamina points in a 
  different way, i was able to do that. 
  The Client was interested in a pure boxer class, which 
  I was happy to do, but I always felt that to be a little bit 
  limited. This version of the Prizefighter is designed to 
  reflect a more flexible unarmed fighter, still centered 
  around the competitive spirit. 
  You will probably notice that half of the class features 
  are named after lines form the song “Eye of the Tiger.” 
  As I am in no way an athlete, nor have I ever had much 
  interest in competitive anything, the Rocky films are 
  about as far as my knowledge of competitive fighting 
  extended at the start of this project (and I haven’t even 
  seen any of those fils all the way through). I did a lot 
  of research to understand how this class might actually 
  work, and I hope it shows  
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Clockwork Dragon/05-Archived Work/Prizefighter V1.pdf