Monks

Warrior of the Streets

Brawlers, scrappers, bruisers, and hard scrabble pugilists, warriors of the streets fight with bare knuckles, knives, hatchets, whatever is handy.

Many rely on force of personality and brassy confidence rather than thoughtfulness and reflection. But whether wise or charismatic Monks of this kind develop impressive footwork and dynamic combination strikes that make them formidable opponents.

Level 3: Audacious Confidence

You boldly proceed where others might falter, confident in your prowess and ability to adapt and overcome.

Dauntless Personality. When you use a Monk feature that allows a saving throw with a DC based on your Wisdom modifier, you can choose to calculate the DC using your Charisma modifer instead. Additionally, you can calculate your Unarmored Defense as 10 plus your Dexterity and Charisma modifiers if you prefer. Finally, when you reach your 20th level in this class, you can choose to increase your Charisma by 4 instead of your Wisdom.

Improvisation. You are proficient with improvised weapons, and any that are wieled with one hand and weigh 3 lbs or less are considered to be Monk weapons for you.

Level 3: Compounding Combos

When you hit a target with a Monk Weapon or Unarmed Strike, you deal +1 bonus damage for each time you have previously hit the same target with a Monk Weapon or Unarmed Strike since the end of your last turn.

Level 6: Footwork and Counterpunch

When a creature targets you with a melee attack, you can take a Reaction to move up to 5 feet and then attack that creature with a Monk weapon or Unarmed Strike if they are within your reach. If your target is no longer able to complete their attack after your Reaction, their attack is considered to be a miss.

Level 11: Knock Out Strike

When you use your Stunning Strike feature, you can spend 1 additional Focus Point to attempt to knock out your target instead of stunning them. If you do, on a failed save the creature gains the Unconscious condition for 1 minute instead of the Stunned condition. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success.

Level 11: Unexpected Angles

Once per turn when you make a Dexterity (Acrobatics) check as part of moving or use your Acrobatic Movement feature to move along a vertical surface, if you make an attack roll with a Monk weapon or Unarmed Strike immediately afterwards that attack is made with Advantage and deals 1d8 bonus damage if it hits.

Level 17: Endless Flurry

You can make two attacks with a Monk weapon or Unarmed Strike as a Bonus Action, or you can expend 1 Focus Point to use Flurry of Blows to make four attacks with a Monk weapon or Unarmed Strike instead of two Unarmed Strikes.