Base Class: Monk
While most monks might hone their strength through isolation and careful introspection, monks of the Way of the Brawler train through street fighting and undergroundbrawls. A loose connection of pugilists and bruisers, they develop their techniques through sheer muscle and moxie. Though their methods may be unorthodox, any who might question their capability will soon learn of their indomitable prowess in hand-to-hand combat.
Gumption
When you choose this tradition at 3rd level, your fighting experience allows you to push your body to incredible feats. You can add your strength modifier, whenever you make any Dexterity (Acrobatics) checks.
The Ol' One-Two
Starting at 3rd level, your confidence swells alongside your successive blows. Whenever you hit a creature with an unarmed strike, you may mark them until the end of your turn. When attacking a marked creature, you may add +1 to your hit and damage rolls of your unarmed strikes.
Cross Counter
At 6th level you can react to enemy attacks with stunning agility. When a creature within your reach attacks you, you can use your reaction to impose disadvantage on the attack. Immediatly after the enemy attack, you can spend one ki-point as part of the same reaction to make an unarmed strike against the same creature.
Haymaker
At 11th level, you learn to seize opportunities in your opponents defense to deliver especially destructive punches. Whenever you use your flurry of blows feature, you can spend 2 additional ki-points and forego one of your unarmed strikes to deliver a haymaker punch. You gain advantage on the attack roll and your target takes an additional 2 martial arts die of damage. In addition, on a hit, it has to succeed on a Strength Saving Throw against your Ki Save DC or be knocked prone.
Facebreaker Combination
At 17th level, you have learned to deliver powerful combinations. Whenever you hit a creature with two unarmed strikes during your turn, you can use your bonus action and spend 7 ki-points to deliver a powerful combo finisher. When you do, make a Haymaker attack without spending additional ki-points. For this attack, rolling a 17 or higher will count as a critical strike. If you critically strike with this attack and the target fails the Saving throw against your Haymaker, it is incapacitated until the start of your next turn.







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