Monk
Base Class: Monk

Deadly even with nothing in her hands, a brawler eschews using the fighter’s heavy armor and the monk’s mysticism, focusing instead on perfecting many styles of brutal unarmed combat. Versatile, agile, and able to adapt to most enemy attacks, a brawler’s body is a powerful weapon.

Armor Proficiency

You have trained and dedicated yourself to maneuvering while wearing lighter forms of armor. You are proficient with light armor. In addition, while wearing light armor you still gain the benefits of your Unarmored Defense as if you weren't wearing armor, your AC equals the AC of your light armor + your Dexterity modifier + your Wisdom modifier.

Knockout Blow

At 3rd level, you learn to cause your foes to blackout with your unarmed strikes. Once per day you can unleash a devastating attack that can instantly knock a target unconscious. You must must decide to use this before the attack roll and you must use an unarmed strike. If the attack hits and the target takes damage from the blow, then the target must succeed at a Constitution saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or fall unconscious for 1d4 rounds. Each round at the end of its turn, the unconscious target may attempt a new saving throw to end the effect. At 10th level, you may use this ability twice per day; at 16th level, you may use it three times per day.

Feinting Blow

At 6th level, you have mastered the technique of confusing your opponent with your blows, causing them to be easier to hit. You can expend 1 ki and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature before the end of your turn. This attack must be with an unarmed strike.

Precision Blow

At level 6, you have mastered finding and exploiting the weak points of your enemies with precise strikes. When you make an unarmed attack roll against a creature, you can expend 2 ki points to preform a precision blow You can use this ability before or after making the attack roll, but before any effects of the attack are applied. Double the damage rolled of your attack. You can only use this ability once per short or long rest.

Awesome Blow

At 11th level, you have learned to harness the strength behind your strikes to maneuver your foes. You can expend 2 ki points and as an attack perform an awesome blow against a creature no more than one size larger than you. This attack must be with an unarmed strike. If the attack succeeds, in addition to taking damage, the target it is knocked 10 feet in a direction of the your choice, and it falls prone. You can only push the opponent in a straight line. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent is knocked opponent in the space adjacent to the obstacle.

Improved Blows

At 17th level, you have mastered the art of your tactical blows, causing them to be extremely viscous. When ever you would deal damage with your unarmed strikes, double the amount of die you would role.

Brawler Image

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