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

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Ki-Warrior
1st Level Feature
You gain a number of Ki points equal to your Dexterity modifier. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
  • 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.
Your Ki save DC = 8 + your proficiency bonus + your Wisdom modifier.
Deflect Missiles
3rd Level Feature
You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

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.
Evasion
6th Level Feature
When you’re subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail.

You don’t benefit from this feature if you have the Incapacitated condition.
Uncanny Metabolism
10th Level Feature
At the start of combat, you can regain all expended Ki Points. When you do so, roll 1d8, and regain a number of Hit Points equal to your Monk level plus the number rolled. If you are full health gain an inspiration die.
Superior Defenses
14th Level Feature
You have developed your body and mind to new heights. You have Resistance to all damage except Force damage.

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.
Meditation
19th Level Feature
In combat, when you take the dodge action you can heal yourself for 3d8 + your Wisdom modifier.