Way of the Brawler
Continuing March of the Monk, Way of the Brawler is a classic character reborn as a twist on the typical monk. Now you can play the boxing champion you've always wanted, without having to pretend to care about the armor and weapon proficiencies you'd be ignoring as a supremely jank unarmed fighter or barbarian. This archetype is one of the earliest pieces of homebrew we worked on here at Gelatinous Cubicles, and so we're stoked to finally see how you all like it. As with last week, expect the Sewerman's article on Brawler this Friday, and another monk next Monday, as March of the Monk marches on!
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Way of the Brawler
While most monks might hone their strength through isolation and careful introspection, monks of the Way of the Brawler train through street fighting and underground brawls. A loose collection of pugilists and bruisers, they develop their techniques through sheer muscle and moxie. Though their methods may be unorthodox, any who might question their capability will soon learn of their indomitable prowess in hand-to-hand combat.
Often brash and bull-headed, monks of this nature are unlikely to hold much respect for more austere tradition. They may otherwise be indistinguishable from the average townsfolk outside of a fight. To these monks, lessons learned in a bar fight or fighting ring are far more valuable than tutelage in some dusty old temple.
Gumption
When you choose this tradition at 3rd level, your fighting experience allows you to push your body to incredible feats. You can use your Strength or Wisdom modifier whenever you make any Strength (Athletics) check.
The Ol' One-Two
Starting at 3rd level, your confidence swells alongside your successive blows. Whenever you damage an unmarked creature with an unarmed strike, you can mark that creature until the start of your next turn, or until you deal damage to that creature with another unarmed strike. You have advantage on any attack rolls of unarmed strikes that you make against creatures marked by you.
Cross-Counter
At 6th level, you can react to enemy attacks with stunning agility. When a creature within your reach attacks you, you can use your reaction to impose disadvantage on that attack. Immediately after that attack, you can spend 1 ki point to make an unarmed strike against that creature, as part of the same reaction.
Haymaker
By 11th level, you learn to seize opportunities in your foe's defense to throw especially destructive punches. Whenever you use your Stunning Strike feature against a marked creature, you deal an extra 2d6 force damage to the target.
Thunderous Fists
At 17th level, you can imbue your fists with supersonic power. You can cast the knock spell at will with a range of 5 feet. Additionally, immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the thunderwave spell as a bonus action.
You can spend additional ki points to cast thunderwave as a higher level spell. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell is equal to half your monk level.