Monk
Base Class: Monk

Monks of the Way of the Primal Pugilist abandon elegance and precision in favor of brute instinct, bone-breaking impact, and feral resilience. Their training sculpts the body itself into a weapon—fists like stone, bones like iron, and reflexes honed by sheer survival drive.

Level 3: Pugilist Purist

When you gain this feature you lose Proficiency with any weapons and armor you had Proficiency in and you can't gain any additional Proficiencies in weapons or armor after gaining this feature.

Level 3: Knuckles of the Wild

Your unarmed strikes crit on a 19–20.

When you score a critical hit with an unarmed strike, you roll one additional Martial Arts die and add it to the damage.

You may use Strength or Dexterity for unarmed strike attack and damage rolls (your choice each time you make an attack).

If you hit the same creature twice on your turn with unarmed strikes, you may attempt to shove the creature (prone only) as a free action (no action, no reaction) immediately after the second hit.

Level 6: Bonebreaker Blows

Your unarmed strike critical hit range becomes 18–20.

When you crit with an unarmed strike, roll two additional Martial Arts dice instead of one.

Once per turn when you score a critical hit with an unarmed strike, the target must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier) or suffer one of the following injuries (your choice):

 Hamstring — Target’s speed is reduced by 10 ft. until the end of its next turn.

 Rib Shock — Target has disadvantage on its next attack roll.

 Jaw Rattle — Target cannot take reactions until the end of its next turn.

Level 11: Ironhide Instinct

While not wearing armor and not wielding a shield, you gain resistance to bludgeoning damage.

When you score a critical hit with an unarmed strike, you gain temporary hit points equal to your Martial Arts die + your proficiency bonus.

Level 17: Apex Brutality

Your unarmed strike critical hit range becomes 17–20.

 

When you score a critical hit with an unarmed strike, roll three additional Martial Arts dice instead of two.

 

Once per turn when you hit a creature with an unarmed strike (not just on a crit), you may cause the attack to automatically become a critical hit.

You may use this feature a number of times equal to your proficiency bonus per long rest.

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