Base Class: Monk
The Bruiser is not officially recognized as a true Monk way. It's brutal and underhanded tactics are befitting for the combat engaged by petty criminals and not honorable martial artists. From their tortuous tactics to their violent tendencies Bruisers do not hold the true calm combat of a real Monk.
Underhanded Tactics
Starting when you choose this Subclass at the 3rd level, you've lived in a life of crime for so long the true power of villainous planning becomes evident. A Tactic requires a Ki point to be spent each time one is used.
You learn three Tactics, which are detailed in the "Tactics" section below. You learn one additional Tactic of your choice at the 6th, 11th, and 17th level.
When you learn a new Tactic you can also replace one you already know.
Brass Knuckles
You can spend 1 Ki point to add your Wisdom Modifier to your unarmed attacks for a minute.
Clever Evasion
As a bonus action you can spend a Ki point to roll your martial arts dice. Take the result and add it to your Armor Class for a minute.
Cruel Endurance
As a Bonus action you can push yourself past your limits. Spend two Ki points then roll your Martial Arts Dice three times then grant yourself the result in temporary hp.
Debilitating Hits
During an attack action, you can spend 2 Ki Points to force your target to make a saving throw against your Ki save DC to potential disarm them.
Fraudulent Tongue
You can spend 1 Ki point to add your Martial Arts dice to your Deception checks for a minute.
Powerful Intuition
You can spend 1 Ki point to add your Martial Arts dice to your Insight checks for a minute.
Stalking Slyness
You can spend 1 Ki point to add your Martial Arts dice to your Stealth checks for a minute.
Surprising Strength
You can spend 1 Ki point to add your Martial Arts dice to your Athletics checks for a minute.
Tortuous Demeanor
You can spend 1 Ki point to add your Martial Arts dice to your Intimidation checks for a minute.
Crushing Strike
At the Sixth level this feature replaces Stunning Strike. Your powerful hands know exactly where to hit to break a bone. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a crushing strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn as well as gain a condition of the attackers choice written below.
Head. Disadvantage on their next Wisdom or Intelligence Saving Throw
Chest. Extra damage taken next time they are attacked equal to your Dexterity Modifier.
Arm. Disadvantage on their next Attack.
Legs. Disadvantage on their next Dexterity Saving Throw and halved movement
Back. Disadvantage on their next Constitution Saving Throw
Organized Crime
At the 11th level you can give a speech to encourage an amount of people equal to your proficiency bonus. When you inspire them roll your Martial arts dice and the result is the amount of Temporary Hp your selected targets receive. While they have that Temporary Hp they gain advantages on all rolls that involve breaking the law. You can use this ability once per long rest.
Up your Sleeve
At 17th level you understand the best power might be a hidden weapon. When you use an unarmed attack you can change the damage to either piercing or slashing damage and then add a 2d4 to the damage.







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