Base Class: Monk
Not all monks train in ancient temples or follow flowing forms. Some find their discipline in alleys, cages, and barroom brawls. Monks who become a Warrior of the Brawler do not need weapons or elegant tradition; they fight with instinct, grit, and whatever’s lying nearby. Whether you’re trading blows in underground pit fights or surviving street fights, your body is your weapon, your shield, and your legacy. You master the art of dirty tricks, wild counters, and bare-knuckle fury. Every bruise is a lesson. Every scar is a trophy. Where others aim for balance and enlightenment, you fight to get back up when no one else can because the bell doesn’t end the round, you do.
Level 3: Improvised Combatant
You are a master of fighting with whatever's on hand. You are proficient with improvised weapons, and they count as monk weapons for you.
Additionally, you can draw or pick up an improvised weapon as part of the same action used to make an attack with it.
Level 3: Dirty Fighter
Your informal fighting experience has taught you that there are no rules in a real fight. Whenever you hit a creature with an unarmed attack, you can choose to fight dirty. Once per turn, you can expend 1 Focus Point to impose one of the following effects on a hit.
- Stagger: Target makes a Constitution saving throw or has their movement speed reduced by 10 feet until the end of your next turn.
- Discombobulate: Target makes a Wisdom saving throw or has disadvantage on its next saving throw before the end of your next turn.
- Blind Jab: Target makes a Dexterity saving throw or is blinded until the start of its next turn.
You can use this feature a number of times equal to your Wisdom modifier(minimum of once), and you regain all expended uses after completing a short rest.
Level 6: Bob and Weave
You've learned to anticipate attacks, slipping just out of reach before striking back with a punishing blow.
When a creature misses you with a melee attack, you can use your reaction as well as 2 Focus Points to immediately move up to 10 feet without provoking opportunity attacks. If you end this movement within 5 feet of a creature, you can make an unarmed strike against it as part of the same reaction.
Level 11: Comeback King
You've been knocked down before, but you always get back up. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead as a free action. When you do, you can choose one of the following effects:
- Rally: Gain temporary hit points equal to your monk level.
- Lash Out: Immediately make one unarmed strike against a creature within 5 feet.
- Retreat: Immediately move up to half your speed without provoking opportunity attacks.
You may use this feature once per long rest.
Level 17: One Hell of a Fight
You become a storm of fists and fury when the fight gets toughest. As a free action while you are Bloodied, you can enter a Brawler Frenzy for 1 minute (no concentration). While in this state:
- You gain advantage on Strength checks and saving throws.
- You can make three unarmed strikes as a bonus action instead of one.
- Whenever you make an attack as part of your Flurry of Blows, you can push a creature up to 15 feet away from you, knock it prone, or prevent it from taking Opportunity Attacks until the start of its next turn.
- If you are reduced to 0 HP during this frenzy and use Comeback King to stay up, your frenzy ends, but you immediately regain additional hit points equal to twice your monk level.
You can use this feature once per short rest.
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