Monk
Base Class: Monk

The Street Brawlers are people who hone their skills in martial arts as a form of self-defense, and true strength. It is a life style of self-improvement, and humble practice. Many from around the world have their own styles of fighting, and thus will learn how to brawl with each other differently, but one thing always remains the same; those who train with purpose will survive, and those who survive will win.

Defensive Stance

When you choose this subclass at 3rd level, your ability to block attacks becomes honed, allowing you to catch projectiles and fists with equal proficiency.

When you are hit by a melee weapon attack, you can spend use your reaction to enter the Defensive Stance, reducing the damage you take from the attack by 1d10 + your Dexterity modifier + your monk level. If you are hit by an unarmed strike when you use your reaction to enter the Defensive Stance, the damage you take is reduced by an additional amount equal to your martial arts die.

If you reduce the damage to 0, you can spend 1 ki point to either make a melee weapon attack or perform your Flurry of Blows against the creature that attacked you, as long as they are within range. This is counted as a part of the same reaction as entering your Defensive Stance.

Combo Potential

Also at 3rd level, you learn how to take your attacks even further, pushing your opponents to their limits, and granting yourself the following benefits:

  • Gatling Attack. You can choose to perform your Flurry of Blows as an action.
  • Corner Carry. Whenever you successfully hit with an unarmed strike from your Flurry of Blows, you can move yourself and the creature you hit up to 10 feet in a direction of your choosing. This does not cost your actual movement, and does not provoke opportunity attacks from you or the creature you are attacking.
  • Wall-Splat. Whenever you move a creature with the Corner Carry feature, you can spend all of the remaining movement from the feature to push the creature into a wall or similar surface, dealing additional bludgeoning damage equal to your proficiency bonus.

Special Technique

At 6th level, you learn how to manipulate your ki to perform techniques that aid you in battle, whether you are trying to approach from range, or keep your attacks coming. As such, you gain access to the following features:

  • Ki Ball. You can spend 1 ki point and use your action to make a ranged attack, creating an orb formed from your ki. This attack is a ranged spell attack with a range of 30 feet, and its damage is equal to twice your martial arts die. You are proficient in this attack, and do not have disadvantage from being within 5 feet of the creature you are targeting with this attack. The damage type of this attack is one of the following types of your choice: acid, bludgeoning, cold, fire, lightning, poison.
  • Immovable Fist. You can spend 2 ki points and use your action to make an unarmed strike, the damage type being of one of the following types of your choice: acid, bludgeoning, cold, fire, lightning, poison. If the attack is successful, then your AC is increased by an amount equal to your proficiency bonus for the next attack made against you, until the start of your next turn. After making this attack, you can use your Corner Carry feature as a part of the attack, but the movement granted is halved.

Advanced Training

Starting at 11th level, you have trained with your techniques for long enough that you have improved your combo ability. This grants you the following benefits:

  • Whenever you use your Corner Carry feature, the movement granted by the feature is doubled.
  • Whenever you use your Wall-Splat feature, the damage dealt is increased by one of your martial arts die.
  • Whenever your Defensive Stance or Deflect Missiles features reduce the damage of an attack to 0, you can choose to make a Ki Ball or Immovable Fist attack as a part of the reaction.

True Combo

Starting at 17th level, your training has truly paid off, allowing for the ability to take advantage of your opponent's moments of weakness, and deal the most efficient damage possible.

Whenever you make a successful attack with a monk weapon, unarmed strike, or ki ball, any unarmed strike you make against the attacked creature will always hit. This effect lasts until the start of that creature's turn.

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