Monk Brawler
Embrace the path of the Monk Brawler, a swift and agile fighter who uses speed, dexterity, and martial discipline to outmaneuver foes and deliver precise, powerful strikes.
The Monk Brawler is a master of speed and precision, focusing on Dexterity to outmaneuver opponents. Using swift, fluid movements, they strike with pinpoint accuracy, delivering rapid blows that overwhelm their enemies. Their combat style is about finesse over raw power, blending martial arts discipline with relentless agility to exploit every opening in the enemy's defense.
Monk Brawler Features By Level
- Flurry of Blows: Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
- Patient Defense: You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
- Step of the Wind: You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
- Hand of Healing: As an action, you can expend 1 ki point to touch a creature and restore a number of Hit Points equal to 1d8 plus your Wisdom modifier.
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. If the attack hits, your ki point is refunded.
You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.
You don’t benefit from this feature if you have the Incapacitated condition.
Stunning Strike: Once per turn when you hit a creature with a Brawler weapon or an unarmed strike, you can expend 1 Ki Point to attempt a stunning strike. The target must make a Constitution saving throw against your Ki save DC. On a failed save, the target takes an additional 3d8 which counts towards a critical strike on the attack, and has the Stunned condition until the start of your next turn. On a successful save, the target’s Speed is halved until the start of your next turn, and the creature's next attack roll is made at disadvantage.