Base Class: Monk
You are a monk who is specifically trained in fighting on the streets. You probably are less of an ascetic, cloistered monk - but what you lack in discipline, you make up for in sheer ability to punch folks. Monks who follow the Way of the Street are generally not part of monastic orders. Rather, they are dedicated to themselves and improving their own abilities. The most admirable trait to a Monk of the Street is ability to win a fight. Some of these are willing to fight "dirty" in order to win, and others prefer a simple test of skill. What they all have in common, however, is supernatural abilities that enhance their strength beyond what is normally possible.
Street Beatdown Combo
Starting when you choose this tradition at 3rd level, you can manipulate your ki to allow you to strike more often than a usual monk. When you hit with one of your Flurry of Blows attacks, you can spend your reaction for the round to make another attack against the same target.
Additionally, because of the unspoken rules all Monks of the Street follow, you may only use powers gained from the Way of the Street while you are unarmed and unarmored.
Perfect Guard
At 6th level, you gain the ability to see an enemy's mistakes in combat and punish them for them. Once per long rest, as a reaction to being missed in combat, you can attack the creature that missed you. If your attack hits, the creature is stunned. You gain an additional use of this ability per short rest at 14th level.
Practiced Striker
Starting at 11th level, your practice in unarmed strikes has made you more effective at finding the most dangerous place to strike a foe. Your unarmed attacks now threaten a critical hit on a roll of 19-20.
Rising Dragon Fist
Once per short rest, you can channel the power of dragons into an incredibly powerful uppercut. Make a melee attack against an adjacent creature. This attack is rolled with advantage. On a successful hit, roll damage as usual. Then, the target takes 5d10 fire damage and is thrown 30 feet into the air.
Improved Grappling
Beginning at 17th level, when you willingly release a grapple, you can choose to do 3d6 bludgeoning damage to the creature and push them up to 30 feet in any direction.







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