Base Class: Monk
Mix of drunken master and brawler
Bonus Proficiencies
When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don’t already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with brewer’s supplies if you don’t already have it.
Closed Fist Technique
Closed Fist Technique
The brawler monk focuses more on physical fitness and martial arts mastery than mystical energy. At 3rd level whenever you make a Flurry of Blows you may declare each unarmed attack in the flurry a Style Strike gaining an additional effect on a hit.
- Elbow Strike - Make an additional unarmed attack after this one. The additional attack cannot be declared a style strike, and the damage dice decrease by 1 size (1d10 becomes 1d8, 1d8 becomes 1d6, 1d6 becomes 1d4 and 1d4 changes to 1 damage)
- Hammerblow - The damage for this dice increases by 1 size (1d4 becomes 1d6, 1d6 becomes 1d8, 1d8 becomes 1d10, 1d10 becomes 1d12), you must have two hands free to declare an unarmed strike a hammerblow.
- Headbutt - The target must succeed on a Constitution saving throw (DC = 8 + Proficiency + Strength) or take a point of exhaustion. Creature must have a head to be susceptible to this effect.
Boxing Guard
Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.
Leap to Your Feet. When you’re prone, you can stand up by spending 5 feet of movement, rather than half your speed.
Boxing Guard
At 6th level you can use your reaction to block a melee attack. When you do so, the damage you take from the attack is reduced by your unarmed strike damage + Strength modifier + Monk Level. If you reduce the damage to 0, you may spend 1 ki point to make a single unarmed strike against that opponent as part of the same reaction, if the target is within your reach.
Drunkard’s Luck
Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can spend 2 ki points to cancel the disadvantage for that roll.
Frenzy of the small
At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.







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