Monk
Base Class: Monk

The Way of the Streets is not a tradition passed down through scrolls or whispered in incense-filled monasteries. It is a philosophy born in motion—scribbled in blood, dirt, and broken teeth across the alleys of a hundred unforgiving cities. Followers of this path are not trained; they are tempered. Their education came not from masters, but from necessity—because on the streets, knowing how to hit first and hit hard is the difference between waking up tomorrow and being chalk on the cobblestones.

These monks are self-taught savants of violence, relying on raw instinct, speed, and improvised tactics. Some were orphans scrapping for food, others pit fighters sold into bloodsport, and a few were once idealists who saw the world’s cruelty and chose to master it on its own terms. What binds them is not a shared origin, but a common truth: the body is a weapon, and the will to survive is its sharpest edge.

They don’t walk the path of balance or inner peace. Instead, they hone chaos into clarity. Every bruise becomes a lesson. Every fight sharpens the senses. Their movements are less about elegance and more about efficiency—deceptively fluid, unpredictable, and devastating. Their styles vary by region and experience—some kick like they were raised in underground rings, others punch like barroom brawlers who never lost. Many incorporate walls, poles, chairs, or whatever else is at hand, turning the environment into part of their assault.

Despite their rough origins, monks of the Way of the Streets are not without discipline. Their training may not be formal, but it is relentless. Where traditional monks seek transcendence through form, street monks refine form through fire. They often develop their own codes—brutal, practical, and deeply personal—guiding their fists not with spiritual clarity, but with ironclad resolve.

Some rise as protectors of their neighborhoods, becoming urban legends in the districts they defend. Others walk darker paths, selling their skills to the highest bidder or settling old debts with knuckles and knees. But no matter where they end up, one thing remains true: when all else fails, when weapons are gone and rules forgotten, it’s the street monk who’s still standing.

Because in the end, the street doesn’t teach mercy—it teaches survival.

Tough It Out

Pain is just the world’s way of saying you’re still in the fight—and street monks listen close. At 3rd level, your body has learned to roll with the worst of it, turning blunt force into bruised defiance. When you are reduced to 0 hit points, you can tough it out and instead drop to 1 hit point. You can’t use this feature again until you finish a short rest.

Additionally, when you take a hit that deals bludgeoning damage, you can spend 1 ki point as a reaction to roll your Martial Arts die once, and reduce the damage taken by that amount. 

This increases by 2 Martial Arts dice at level 11, and 3 Martial Arts Dice at level 17. 

 

Street Cred

Respect on the streets isn’t earned with flowery words—it’s earned with presence. When you choose this tradition at 3rd level, your reputation hits harder than a right hook. You gain proficiency in the Intimidation skill if you don’t already have it, and you can use your Strength modifier instead of Charisma for Intimidation checks.

Beatdown

When someone hits the ground, that’s when you hit the hardest. Starting at 6th level, you’ve mastered the ruthless art of finishing what you start—especially when your enemies are already down. You get the following Attack actions: 

  • Low Blow: When you strike a prone enemy with an unarmed attack, you can spend 2 ki points to deal an extra Martial Arts die of damage and reduce their movement speed to 0 until the end of their next turn. Doesn’t matter how tough they are—if they’re on the floor, they’re not getting up fast.

  • Curb Stomp: When making an unarmed strike against a prone enemy, you may spend 2 ki points to deal an extra Martial Arts die of damage and force the target to make a Constitution saving throw against your Ki save DC. On a failed save, the target is stunned until the end of their next turn. A clear message: stay down.

  • Punt Kick: With 2 ki points, your unarmed strike against a prone enemy deals an extra Martial Arts die of damage and forces a Constitution saving throw against your Ki save DC. On a failed save, the enemy is dazed for up to 1 minute. They may repeat the save at the end of each of their turns.

In addition, when an ally is within 5ft of you, you gain advantage on melee attack rolls against creatures within your reach. 

Shakedown

By 11th level, you have learned to weaponize fear as easily as fists. When you hit a creature with an unarmed strike, you can force it to make a Wisdom saving throw against your ki save DC. On a failed save, the creature is frightened of you until the end of its next turn. While a creature is frightened in this way, your unarmed strikes deal additional psychic damage equal to your Wisdom modifier. 

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Underdog's Comeuppance

By 17th level, when you are below half your hit points at the start of your turn, you gain an additional bonus action that turn. If you Frighten or Stun an enemy while in this state, you also gain temporary hit points equal to one Martial Arts die + your Wisdom modifier + your proficiency bonus. These temporary hit points last until the start of your next turn.

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