Base Class: Monk
The Street Brawler Monk is a warrior who has endured the unforgiving streets of low society and emerged as a survivor. From illegal fighting pits to back-alley brawls, they have honed their skills in the crucible of street combat. These Monks rely on their quick thinking, raw strength, and unyielding determination to overcome adversaries and protect themselves and those they hold dear.
Unorthodox Street Fighting:
The Street Brawler Monk's fighting style is a reflection of their experiences in the gritty underbelly of society. They have developed an unorthodox approach that combines the techniques of various martial arts with their street-smart instincts. Drawing inspiration from boxing, Muay Thai, and other underground combat styles, they deliver powerful strikes, devastating blows, and clever counterattacks that catch opponents off-guard.
Adaptive Tactics and Strength Utilization:
Surviving on the streets requires resourcefulness and the ability to adapt to any situation. Street Brawler Monks exemplify this trait, using their quick thinking to exploit their surroundings and turn them into weapons. They rely on their formidable strength to overpower opponents, using brute force to their advantage and striking with bone-crushing blows. Their relentless determination and resilience make them a force to be reckoned with.
I'd like to take this part to thank Axel my great DM for his input and corrections, I value his opinion and suggestions a lot and this sublcass is his has much it is mine.
Also a big thanks to my friends who tested this. Big hugs, love you all.
Dirty Fighting
At 3rd level, your street fighting experience grants you a deeper understanding of unorthodox techniques. You acquire new set of techinques called Dirty Tricks that will help you better maneuver through in and out of combat
You start by knowing 2 Dirty Tricks, 2 more at level 7 and 1 more at the 10th and 15th levels.
Dirty Tricks Options:
Blinding Dust
As an action, you can make an unarmed attack or an attack with your monk weapon against a creature within 5 feet of you. If the attack hits, the target must make a Constitution saving throw against your Monk DC. On a failed save, the target is temporarily blinded by a sudden burst of blinding dust. They have disadvantage on their attacks and ability checks for one round. After the round, the effect continues until they use a bonus action to clear their vision. On a success nothing happens.
This counts as an attack to activate your bonus action abilities using their respective Ki points.
Bonebreaker
Unleash a devastating strike aimed at vulnerable joints or bones of the target. Make an attack roll as usual, and if it hits, you deal additional damage equal to your Martial Arts die.
Crippling Knee Strike
As a bonus action, you can make an attack roll with an unarmed strike or your monk weapon.The target must make a Strength saving throw against your Monk DC. On a failed save, the force of the strike cripples their movement, causing their movement speed to be halved until the end of their next turn.
Disorienting Blow
As a bonus action, you can expend a Ki point to deliver a powerful strike with your unarmed attack or monk weapon. If the attack hits, the target must make a Constitution saving throw against your Monk DC. On a failed save, the force of the blow disorients the target, leaving them vulnerable. The next attack made against the disoriented target is made with advantage.
Gut Strike
As a bonus action, you can use an unarmed attack or your monk weapon to deliver a forceful hit to the target's abdomen. If the attack hits, you can choose to make a contested Athletics check against the target's Athletics or Acrobatics check. If you succeed, the force of the strike propels the target 5 feet in a direction of your choice. If you fail the contest or choose not to make it, nothing happens.
Improvised Sweeping Bullet
As an action, you skillfully employ an improvised object to unbalance and knock down your target unexpectedly from a distance of up to 60 feet. You can use anything at hand, from a ball bearing to a carriage wheel, to execute this maneuver.
Make a special ranged attack roll using your proficiency bonus, adding your Strength modifier to the roll. If the attack hits, consult the table below for the damage and the target must make a Dexterity saving throw against your Monk DC. On a failed save, the target is knocked prone.
Improvised Object Size and Ki Cost Table:
| Object Size | Target Size | Ki Cost |
|---|---|---|
| Small or Tiny (1d4 bludgeoning) | Medium and smaller | 0 ki |
| Medium (1d8 bludgeoning) | Large and smaller | 2 ki |
| Large (1d12 bludgeoning) | Huge and smaller | 5 ki |
Improvised Weapon Mastery
You have an uncanny ability to turn everyday objects into deadly weapons. When wielding an improvised weapon, you can treat it as a monk weapon, allowing you to use your Martial Arts and Flurry of Blows features with it. Additionally, you gain proficiency with improvised weapons, and they count as monk weapons for all your abilities.
Riposte Ripper
As a reaction, when an attacker misses you with a melee attack, you can retaliate immediately with an unarmed attack or an attack with your monk weapon. Your quick reflexes and street-smart instincts allow you to capitalize on your opponent's mistake. However, after using Riposte Ripper, you may not use a Dirty Trick on your next turn.
Throat Jab
As a bonus action, you can make an unarmed attack or use your monk weapon to jab the throat of a creature. The creature must be no larger than Large and must rely on air to breathe and/or talk for this technique to work. If the attack hits, the target must make a Constitution saving throw against your Monk DC. On a failed save, the forceful strike disrupts the target's ability to speak, rendering them silenced until the end of their next turn.
Weapon Disarm
Utilize your street-smart instincts to disarm an opponent. After hitting an attack make a contested Strength (Athletics) check against the target's Strength (Athletics) or Dexterity (Acrobatics) check. If you succeed, you disarm the target, causing it to drop its weapon or lose its grip on it. If the difference between the roles is higher then 5 you may chose to keep the weapon or throw it 5 feet away of the target. You may only use this Dirty Trick once per turn
Street Tough
Starting at 3rd level, your experience in street fights and brawls has toughened you up. Your Armor Class (AC) is calculated as 10 + your Strength modifier + your Wisdom modifier. This reflects your reliance on strength and instincts rather than dexterity for defense.
Street Savvy
At 6th level, your street-smart nature and experience in unorthodox combat techniques enhance your abilities. You gain the following benefits:
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Confident Strikes: Your confidence in your own skills fuels your strikes. Whenever you roll a natural 20 on an attack roll with an unarmed strike or a monk weapon, you gain temporary hit points equal to your Monk level + your Strength modifier.
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Improved Streetsense: Your heightened awareness of your surroundings sharpens your reflexes. When you roll for initiative, you can spend 1 ki point to gain advantage on the roll.
Demolishing Empowerement
At 11th level, your street fighting techniques grant you remarkable proficiency at breaking objects and structures. You gain the following benefit:
Demolishing Empowerement: When you make an unarmed strike or a monk weapon attack against an object or a structure, the damage you deal is doubled. Additionally, You may expend 2 ki points your attacks ignore resistance or immunity to bludgeoning damage when targeting objects or structures for 1 minute.
Street King's Wrath
At 17th level, the Street Brawler Monk attains the status of a legendary fighter on the streets. Once per long rest, you can activate the Street King's Wrath as a bonus action. For the next minute, your strikes become an unstoppable force, and you gain the following benefits:
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Enduring Determination: While Street King's Wrath is active, you gain resistance to all damage, showcasing your exceptional resilience in the face of adversity.
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Empowered Build: While Street King's Wrath is active, your attacks deal an additional 1d4 bludgeoning damage. This extra bludgeoning damage is added to the damage roll for each successful hit.
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Unyielding Momentum: Additionally, if a target misses you while Street King's Wrath is active, you can use your reaction to move an extra 10 feet. This swift movement allows you to maintain your relentless assault and stay in control of the battle.
To re-enter Street King's Wrath after it has ended, the monk must expend 5 ki points, demonstrating their mastery over this ultimate fighting technique.
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