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### Way of the Roughneck One who follows the tradition of the Way of the Roughneck is, more often than not, a byproduct of the slums. Their mastery of body and mind does not come from traditional monastery training, but rather from experience and extreme hardship, frequently attained by a life of destitution. Bar fights, back-alley brawling, and cutthroat city streets give way to an unbreakable spirit that is hard to match. #### Pugilist Techniques When you take up this tradition at 3rd level, your experience has taught you to utilize every opportunity you have in a fight. You gain the following abilities: - **Improvise.** Improvised weapons are considered monk weapons for you, and you can make an improvised weapon attack with an object within reach that you are not holding, picking up the object as part of the attack. You must have an empty hand to make an attack in this way. When you hit a creature with an improvised weapon attack, you can deal additional damage equal to your Martial Arts die. To deal this damage, you must either destroy the improvised weapon, or spend 1 ki point. - **Strongarm.** When a creature attempts to escape a grapple with you, you can spend 1 ki point as a reaction to impose disadvantage on the attempt. - **Deflect Blow.** When you are hit by a melee weapon attack or unarmed strike, you can use your reaction to reduce the damage of the attack by 1d10 + your Strength or Dexerity modifier (your choice) + your monk level. If you reduce the damage to 0, you can spend 1 ki point to immediately make 1 unarmed strike against the attacker. #### Fighting Spirit At 6th level, a good brawl gets your blood pumping and makes you ready for more. You gain the following benefits: ***Magic Improvised Weapons.*** Your attacks with improvised weapons count as magical for the purposes of overcoming resistance and immunity to non-magical attacks and damage. ***Roughhousing.*** When you hit a creature with an unarmed strike or improvised weapon, you can spend 1 ki point to immediately make a grapple attempt against the creature (no action required). #### Overpower Starting at 11th level, when you attempt to grapple a creature, resist a shove attempt, or break free of a grapple, you can choose to expend ki points, counting as one size larger for the attempt for each ki point spent. #### Takedown At 17th level, you've learned the best way to put all of your weight into a strike to topple even the mightiest of foes. When you hit a creature with a melee weapon attack or unarmed strike, you can spend 1 to 10 ki points. The creature must make a Strength saving throw or be moved a number of feet equal to 5 times the number of ki points spent and take an additional 2d6 damage per ki point spent. If it succeeds, it takes 1d6 damage per ki point spent, and isn't moved. If this movement causes the creature to impact an object or another creature, they take 6d6 bludgeoning damage and fall prone. \columnbreak > ##### Credit > [Kess](https://paizo.com/community/blog/v5748dyo5lgay?Meet-the-Iconics-Kess "Kess") by Wayne Reynolds