Monk
Base Class: Monk

Monks of the Way of the Bruiser have forsaken the elegant forms and training of other Monastic Traditions in favor of more direct and brutal methods. These monks rarely congregate in secluded monasteries or schools and this Tradition is passed down and honed by studying fights from taverns to arenas.

Tempered Body

Starting when you choose this tradition at 3rd level you may add your Strength modifier to your Unarmored Defense feature instead of your Dexterity modifier.

When you roll a Hit Die to regain hit points you add your Strength modifier and Constitution modifier to the roll.

Hands of Iron

Starting at 3rd level, you can use your reaction to deflect or catch melee weapon that you are hit with. When you do so, the damage you take from the attack is reduced by 1d10 + your Strength modifier + your monk level.

If you reduce the damage to 0, you may use the opening that you have created to make a single unarmed attack.

Close Quarters Combat

At 6th level you learn how to most effectively employ your fists, knees, elbows, and shoulders to get into and excel in close combat situations.

If an option requires a saving throw, your Close Quarters Combat DC equals 8 + your proficiency bonus + your Wisdom modifier.

Whenever you use Flurry of Blows you gain the ability to move to another target to attack. As part of your Flurry of Blows you may disengage from your target to move up to 10 feet toward another target to strike with an unarmed attack.

If you are grappled or restrained on your turn you may spend 1 ki point to make an attack against the grappler or restrained. If the attack is a hit you are freed from your restraints.

When you hit a creature with an attack you may spend 2 ki points and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than  you until the end of your next turn.

If you are prone you may make attacks against enemies within your melee range without disadvantage.

Relentless Combination

At 17th level, you can fuel your attacks with large amounts of ki. This ki fuels your limbs to deliver multiple blindingly fast attacks. Whenever you use  Flurry of Blows you may spend up to 5 ki points to make 2 unarmed strikes per point of ki spent as a bonus action up to a maximum of 10.

Critical Endurance

Beginning at 11th level, you have refined your abilities in combat to keep fighting beyond your limits and reenergize yourself with your attacks.

Your unarmed attacks score a critical hit on a roll of 19 or 20.

When you critically hit with an attack you may restore 3 ki points.

When you take the attack action and you have disadvantage on the roll, you may spend 2 ki points to cancel the disadvantage for the roll and 1 ki point to cancel the disadvantage on any attack roll that is made as a bonus action.

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