Monk
Base Class: Monk

Most monks gain proficiency in their ways of martial arts through rigorous, disciplined training in monasteries, strengthening both body and mind.

The tavern brawler, however, is not most monks.

The tavern brawler is very personally acquainted with conflict, getting their experience from rough-and-tumble street fights, which are especially common in and around taverns.

For whatever reason, whether for money or simply for survival, your character adapted to fighting with whatever is at hand and making the most of any advantage they might have. Armed or not, the tavern brawler is a tough fighter that is not to be trifled with.

Tavern Fighting

By the time you choose this tradition at 3rd level, you have mastered the basics of tavern fighting. You gain the Tavern Brawler feat. Additionally, you may use Dexterity instead of Strength for attack and damage rolls for improvised weapons and weapons with the thrown property, and you may make a Dexterity (acrobatics) check instead of a Strength (athletics) check when grappling another creature.

Quick Draw

Beginning at 6th level, you learn to pick up and use weapons with incredible speed. You may draw or pick up an improvised weapon or a weapon with the thrown or light property as part of the attack you make with it. Additionally, when you hit with a ranged attack with a weapon that has the thrown property, you gain a +2 bonus to the damage roll.

Tavern Wrestling

At 11th level, you learn advanced manoeuvres designed to put your enemies at a disadvantage. The manoeuvres are as follows:

Rolling Kick. You counter an enemy, kicking them so hard they start rolling on the ground. When a creature misses you with an attack, you may use your reaction and spend 2 ki points to perform an unarmed attack against that creature with advantage. On hit, the target is pushed 10 ft. away from you and must make a Dexterity saving throw or be knocked prone. If the target is more than one size larger than you, you cannot push them or knock them prone, but you may still attack them.

Knockout Throw. You lob an object at the opponent’s head, disorienting them. When you hit a creature with a ranged attack with an improvised weapon or a weapon with the thrown property that deals bludgeoning damage, you may spend 2 ki points to make the target succeed a Constitution saving throw or be stunned until the end of your next turn.

Elbow Drop. You drop onto a downed enemy, crushing them under the weight of your body. When you hit a prone creature with an unarmed attack, you may spend 2 ki points to make the attack a critical hit. If you choose to do so, you become prone as well.

Outnumbered

At 17th level, you learn to fight multiple opponents by yourself, and make it look easy. When an enemy misses you with a melee attack, you may spend 1 ki point to make them reroll the attack against another creature within the attack's reach. This does not use your reaction and you can use this feature along with Rolling Kick for the same attack.

Anything Goes

By 17th level, you learn to throw volleys of projectiles to overwhelm even the toughest of enemies. When you use Flurry of Blows, you may replace any of the attacks with ranged attacks using improvised weapons or weapons with the thrown property. Your Quick Draw feature applies to all of these attacks. You may make any of these attacks Knockout Throws, provided you have enough ki.

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