Base Class: Monk
The path to perfection can take a monk in countless directions. Some become one with the shadows, others tame the elements, and some choose to master their connection to the ki of others. These monks achieve this perfection through stillness of mind and control. Those who follow the way of the closed fist, however, seek perfection through indomitable might and will to channel raw emotion and wield it as their greatest weapon. These monks use their mastery over ki to bolster their natural fortitude and break down the defences of their foes. Some might call them ruffians, brutes, or thugs, but they know what they have chosen to be.
They may not have all the answers, but they certainly have a solution.
Brawlers Resolve
Starting at 3rd level, you gain 3 hit points and gain an additional 1 hit point per monk level gained from that point on.
Brawler's Zen
Also starting at 3rd level, you learn to enter a zen-like state that empowers your martial prowess. By spending 3 ki points as a bonus action, you may enter a state of "Brawler's Zen". For 1 minute after using this feature, you may add your proficiency bonus to the damage rolls of your unarmed strikes.
Roll With the Punches
Beginning at 6th level, your understanding of violence grants you a greater degree of natural defence. At the beginning of your turn while you are in the "Brawler's Zen" state, you gain temporary hit points equal to your Wisdom modifier. (Minimum 1) These temporary hit points last until the beginning of your next turn, at which point, these temporary hit points are reset to equal your Wisdom modifier. These temporary hit points do stack with temporary hit points from other sources.
Iron Jaw
Starting at 11th level, as a reaction to taking damage from any source, you may spend 3 ki points to reduce that damage by a value equal to your monk level.
Champion Brawler
Starting at 17th level, when you roll initiative, you may choose to enter your "Brawler's Zen" at the cost of no ki points and no action cost. Once you have used this feature, you may not do so again until you complete a long rest.
In addition, you gain a second extra attack: you can attack three times, instead of twice, whenever you take the Attack action on your turn.







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