Brawler (Monk Rework)

by EoinTeaDev

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The Brawler (A Monk Rework)

A class rework by /u/EoinOfYew

What even is this?

As with most people, i've always found that Monk was a relatively unimpressive class. A class that's incredibly restrictive and balanced around a feature that takes 5 levels to get to, and targets one of the highest mod saves in the game by most high level creatures.

One thing that I also found quite frustrating about Monk was its theming. From what I've found in 5th Edition, classes feel the most interesting when there are obviously general ways you can interpret a class, but you aren't forced to fulfill an archetype that perhaps you don't want with your character. Where the flavor and theming comes from your own characters story.

What's wrong with Monk?

Other than at level 1, Monk falls behind other martial classes. They're quite MAD (Multi Ability Score Dependant) using both Dexterity and Wisdom but also needing CON from their low d8 hit die while still being a melee focused class, and not having many tools to tank or mitigate damage in that role.

And then there's the theming. Very steeped in Orientalism and the "monks are all tranquil hand to hand combatants", along with the "mystical energy of Ki" concepts. I don't really think that's a massive problem overall, but in my rework I wanted to remove those themes and make something where the flavor of the class can be added with subclasses or even just character flavor itself.

What were my goals?

My main goals were as follows:

  • Strip the oriental flavor from Monks and generalize it, but not stop it from existing.
  • Inject the Pugilist Homebrew class into the class as another option, since the two are incredibly similar in design, and share a lot of common threads that can work for subclasses.
  • Change Ki to something that feels more dynamic, allowing for early burst, but still consistent damage and utility as the fight goes on.
  • Reward sticking with the class, but have options that work well as small dips into the class.

Where are the subclasses?

I wanted to get the base class to a point where I felt it was at least partially balanced before I started designing subclasses. For now, most Monk or Pugilist subclasses will work just fine with this, though they would need some tweaking (especially Way of Shadow Monk) to not be overpowered with the new Energy system.

Do I have subclasses planned?

Yes! I'm planning about 6 subclasses for when I release this, with the basic ideas being:

  • Kensai like subclass that focuses on weapon fighting.
  • Freerunning/Parkour subclass that focuses on momentum and keeping on the move.
  • Showmanship focuses subclass, like a Gladiator, a Wrestler or a performative fighter.
  • Shadow Monk kind of subclass, with the "in the shadows" kind of hand to hand fighter, or a ninja.
  • A thrown weapon specialist.
  • A spellcaster that uses the energy system to cast spells, allowing for a different feel of caster.

Brawler (v0.3)

Brawler Table
Level Proficiency Bonus Features Martial Die Momentum Energy Techniques Known
1st +2 Fighting Focus 1d6
2nd +2 Energy, Momentum 1d6 +10 ft. 3 3
3rd +2 Brawling Style 1d6 +10 ft. 3 3
4th +2 Ability Score Improvement 1d6 +10 ft. 4 3
5th +3 Extra Attack 1d8 +10 ft. 4 4
6th +3 Brawling Style Feature, Empowered Strikes 1d8 +15 ft. 5 4
7th +3 Improved Fighting Focus, Unflinching 1d8 +15 ft. 5 5
8th +3 Ability Score Improvement 1d8 +15 ft. 6 5
9th +4 Quick to Action 1d8 +15 ft. 6 6
10th +4 Comeback 1d8 +20 ft. 7 6
11th +4 Brawling Style Feature 1d10 +20 ft. 7 7
12th +4 Ability Score Improvement 1d10 +20 ft. 8 7
13th +5 Advanced Fighting Focus 1d10 +20 ft. 8 8
14th +5 Ability Score Improvement 1d10 +25 ft. 9 8
15th +5 Unshakable Resolve 1d10 +25 ft. 9 9
16th +5 Ability Score Improvement 1d10 +25 ft. 10 9
17th +6 Brawling Style Feature 1d12 +25 ft. 10 9
18th +6 Perfected Fighting Focus 1d12 +30 ft. 11 10
19th +6 Ability Score Improvement 1d12 +30 ft. 11 10
20th +6 Limitless Energy 1d12 +30 ft. 12 10

As a brawler, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per brawler level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per brawler level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, shortswords
  • Tools: Choose one type of artisan’s tools, gaming set or one musical instrument.
  • Saving Throws: Strength, Dexterity
  • Skills: Choose two from Acrobatics, Athletics, Deception, Insight, Intimidation, Perception, Religion, Sleight of Hand, and Stealth

Equipment


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) leather armor or (b) any simple weapon
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • (a) a set of artisan's tools, (b) a gaming set or (c) a musical instrument
Multiclassing

If your group uses the optional rule on multiclassing in the Player’s Handbook, here’s what you need to know if you choose brawler as one of your classes.

Ability Score Minimum. As a multiclass character, you must have Strength or Dexterity score of at least 13 to take a level in this class, or to take a level in another class if you are already a brawler.

Proficiencies Granted. If brawler isn’t your initial class, you gain proficiency in light armor.

Fighting Focus

Beginning at 1st level, your practice of fighting gives you mastery of combat styles that use unarmed strikes and specialist weapons. Whenever you finish a short or long rest, you can touch up to two weapons that you are proficient in and lack the heavy or special properties. They become your specialist weapons until you use this feature again.

When making an attack with your unarmed strikes or specialist weapon, you can roll your Martial Die in place of the normal damage.

Additionally, choose one of the following focuses. This focus represents what kind of brawler you are, and this choice affects many of your other class features. Your choice affects what ability modifier your class features use, called your Focus modifier.

You gain additional benefits from your choice at 7th, 13th and 18th level.

Martial Artist

Your Focus modifier is Dexterity.

You gain the following benefits as long as you aren't wearing armor or wielding a shield:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and specialist weapons.
  • When you use the Attack action with an unarmed strike or specialist weapon on your turn, you can make one unarmed strike as a bonus action.
  • While you are wearing no armor and not wielding a shield, your AC equals 12 + your Dexterity modifier.
Pugilist

Your Focus modifier is Strength.

You gain the following benefits as long as you are only wearing light or no armor and not wielding a shield:

  • You gain proficiency with improvised weapons, and you can treat improvised weapons as if they were your specialist weapon.
  • Whenever you make an unarmed strike against a creature, you may instead attempt to grapple or shove the target.
  • When you use the Attack action with an unarmed strike, specialist weapon, or attempt to grapple or shove a target, you can make one unarmed strike as a bonus action.
  • While you are wearing either light or no armor and not wielding a shield, your AC equals 10 + your Strength modifier + your Constitution modifier.

Some of your class features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

Focus Save DC = 8 + your proficiency bonus +

your Focus modifier

Energy

Starting at 2nd level, your training has allowed you to utilise your own Energy. Whether that energy manifests as the mystical energy of ki, a surge of adrenaline or something else, this Energy is represented by your energy pool. Your Energy pool has a number of points in it equal to 2 + half your brawler level (rounded down).

You regain a number of energy equal to your Focus modifier at the start of your turn. If you land a critical hit with an unarmed strike or a specialist weapon, you regain 2 energy.

You can spend these points to fuel various features, called Techniques. The number of Techniques you know is shown on the Brawler class table. When you gain a level in this class, you can replace a Technique you know with a different technique.

Unless otherwise specified, you can only use a single Technique per attack, and only once per turn.

Momentum

Starting at 2nd level, your speed increases by 10 feet while you are wearing only light or no armor and not wielding a shield. This bonus increases when you reach certain brawler levels, as shown in the Brawler table.

Brawling Style

When you reach 3rd level, you commit yourself to a brawling style. Your style grants you features at 3rd level and again at 6th, 11th, and 17th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Empowered Strikes

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Improved Fighting Focus

At 7th level, you gain a new benefit from your Fighting Focus.

Martial Artist

When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Pugilist

As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage for one minute. Once you use this feature, you can’t use it again until you finish a short or long rest.

Unflinching

Also at 7th level, if you are charmed or frightened when you start your turn, you can choose to immediately end one of those conditions that are currently affecting you.

Quick to Action

Starting at 9th level, your reaction times are incredibly fast. Once per turn, if you’ve already taken your reaction, you may spend 1 energy to take an additional reaction. You can use only one reaction per triggering effect.

Comeback

At 10th level, whenever you make a saving throw and fail, you can spend one energy to reroll it and take the second result.

Advanced Fighting Focus

At 13th level, you gain a new benefit from your Fighting Focus.

Martial Artist

When you are 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.

Pugilist

When you take damage that reduces you to half your maximum hit points or less, you can use your reaction to gain temporary hit points equal to three times your brawler level and regain all your expended energy. Once you use this feature, you can’t use it again until you finish a short or long rest.

Unshakable Resolve

At 15th level, your internal resolve is unmatched, and can keep you going even at the worst. You suffer none of the negative effects of exhaustion. If you reach 6 levels of exhaustion, you still die.

Additionally, you can add your Constitution modifier (minimum of +1) to any saving throws you make while you are conscious.

Perfected Fighting Focus

At 18th level, you gain a new benefit from your Fighting Focus.

Martial Artist

You gain proficiency in all saving throws, and can understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.

Pugilist

When you are reduced to 0 hit points, you can bounce back with a burst of adrenaline. When you do, you regain half of your maximum hit points and all of your energy. Once you use this feature, you can’t use it again until you finish a long rest.

Limitless Energy

At 20th level, you recover all of your energy at the start of your turn, and the energy cost of all of your Techniques is reduced by 1 (to a minimum of 1).

Techniques

Below are the Techniques available to the brawler. Each time you gain a level in this class, you can replace one Technique you know with another Technique of your choice.

If a Technique has a brawler level prerequisite you can learn that Technique at the same time you meet its prerequisite.

Unless otherwise specified, you can only use a single Technique per attack, and only once per turn.

Arresting Strike

When you hit a creature with a melee attack, you can spend 2 energy and force the target to make a Dexterity saving throw. On a failed save, the creature's speed is reduced to zero until the beginning of your next turn.

Crippling Strike

When you hit a creature with a melee attack, you can spend 2 energy to cripple its senses and force the target to make a Constitution saving throw. On a failed save, the creature is either blinded, deafened, or cannot speak (your choice) until the beginning of your next turn.

Empowered Strike

When you hit a creature with a melee attack, you can spend 2 energy and force the target to make a Strength saving throw. On a failed save, the target is knocked back in a straight line a number of feet equal to five times your Focus modifier (minimum of 5 feet), where it falls prone. Creatures that are at least once size larger than you have advantage on their Strength saving throw to resist this effect.

Shrug it Off

You can regain some of your composure in a tense fight. As an action, you can spend up to 3 energy to regain hit points equal to the amount of energy spent as rolls of your Martial die + your Focus modifier.

Defensive Stance

You focus your senses, entering a defensive stance to better defend against incoming blows. You can spend 1 energy to take the Dodge action as a bonus action on your turn.

Whirlwind Strike

As an action, you can make an attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. You must spend 1 energy for each creature you attack.

Flurry of Strikes

When you take the Attack action on your turn, you may spend 2 energy to make an extra attack as part of that action.

As you gain levels in this class the amount of times you may use this Technique per turn increases; 2 times (5th level), 3 times (11th level) and 4 times (17th level).

Retaliation

You can prepare yourself to take a hit in order to retaliate when your opponent least expects it. As an action, you can spend 1 energy to gain temporary hit points equal to your Focus modifier (minimum of 1).

When a creature damages these temporary hit points, you can use your reaction to spend 1 energy and make a single melee attack against them.

Slow Fall

You move through the air as light as a feather. Any falling damage you would take is reduced by an amount equal to five times your brawler level, so long as you are conscious.

Swift Movement

You can take the Dash or Disengage action as a bonus action. When you do so, your jump distance is doubled until the end of your current turn.

Deflect Missile

Prerequisite: 5th level brawler
As a reaction when you are hit by a ranged weapon attack, you can spend an energy to try to catch the projectile and reduce the damage by an amount equal to your brawler level + Martial die + your Focus modifier. If you reduce the incoming damage to 0 you catch the projectile if you have a free hand.

If you catch the projectile, you can make a ranged (20/60) attack with the projectile as part of the same reaction, treating that attack as if it were from a specialist weapon. You are proficient with this ranged weapon attack.

Go to Sleep

Prerequisite: 5th level brawler
In place of an attack, you can expend 3 energy and touch a creature, and try to put them to sleep. Roll your Martial die five times. If the target's remaining hit points are less than or equal to the amount you rolled, they fall unconscious for 10 minutes. They wake up if they take damage or another creature uses an action to wake them.

Seeking Strike

Prerequisite: 5th level brawler
When you miss with an attack, you can spend 1 energy to re-roll your attack. You must use the new result.

You may use this Technique in addition to another Technique on the same attack.

Stunning Strike

Prerequisite: 5th level brawler
When you hit a creature with a melee attack, you can spend 2 energy to strike them with deadly force, forcing it to make a Constitution saving throw. On a failed save, the creature is stunned until the beginning of your next turn.

Crushing Strike

Prerequisite: 5th level brawler
When you hit a creature with an unarmed strike, you can spend any amount of energy to deal extra bludgeoning damage equal to 1d6 per energy spent. The maximum amount of energy you can spend at once on this Technique equals your Focus modifier.

Slowing Strike

Prerequisite: 5th level brawler
When you hit a creature with a melee attack, you can spend 4 energy to cripple them, forcing the target to make a Charisma saving throw. On a failed save, the creature is affected by the following effects:

  • An affected target’s speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.
  • If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.

A creature affected by this spell makes another Charisma saving throw at the end of its turn. On a successful save, the effect ends for it.

Heightened Senses

Prerequisite: 9th level brawler
You've trained your senses to better to sense your surroundings. You gain blindsight with a range of 10 feet. Within that range, you can see anything that isn't behind total cover, even if you are blinded or in darkness. You can see invisible creatures in that range, unless the creature successfully hides from you.

As you gain levels in this class the range of this blindsight increases; at 13th level (20 feet) and 18th level (40 feet).

Grit your Teeth

Prerequisite: 9th level brawler
As a reaction when you take damage, you can expend 2 energy to reduce the incoming damage by an amount equal to three rolls of your Martial die + your Focus modifier.

Heavenly Step

Prerequisite: 9th level brawler, Martial Arts focus
You can move along vertical surfaces, across liquids, and upside down on ceilings without falling during the move.

If you end your movement on a vertical surface, liquid, or upside down on a ceiling, you can spend 1 energy to remain in place without falling until the beginning of your next turn.

Indomitable Spirit

Prerequisite: 9th level brawler, Pugilist focus
You can augment your physical abilities with your own constitution. When you make a Strength (Athletics) or Dexterity (Athletics) check you can spend 1 energy to add your Constitution modifier (minimum of +1) to your roll. You can use this Technique after you roll, but before you know if you succeed or fail.

Armor of the Ascetic

Prerequisite: 13th level brawler, Martial Arts focus
You exude an aura of peace. At the end of a short or long rest, you gain the effects of the sanctuary spell, which lasts until the start of your next short or long rest. This spell ends early as normal.

Herculean Strength

Prerequisite: 13th level brawler, Pugilist focus
Your carrying capacity is doubled, and when you deal damage with a melee weapon or unarmed strike to an inanimate object, that damage is doubled. Your standing jump distance is the same as your running start jump distance.

Knockout Strike

Prerequisite: 18th level brawler
When you hit a creature with a melee attack, you can spend 1 or more energy to try to knock out the opponent instead of dealing damage. Roll 3d12, plus an additional 2d12 for every energy spent after the first, and add your brawler level to the result. If the total is equal to or greater than the creature’s remaining hit points, it is reduced to 0 hit points.

Once you use this technique, you cannot use it again until you finish a long rest.

Brawling Styles

Arms Specialist

I'll put flavour here eventually, when I finally stop being a bitch.

Bond of Steel

Starting at 3rd level, you have eshewed the more simple form of fighting involving your fists to heavily include weapons and armor.

You gain proficiency in martial weapons and medium armor. While not wearing heavy armor or wielding a shield, you gain the following benefits:

  • While you are wearing medium armor, your AC equals 14 + your Focus modifier.
  • You may make any weapon your specialist weapon, even heavy or special weapons.
  • When you use the Attack action with a specialist weapon on your turn, you can spend 1 energy to make another attack with a specialist weapon as a bonus action.

Fighting Style

Also at 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if something in the game lets you choose again.

  • Fighting styles coming soon!!!

Freerunner

Freerunners do the zoomie run thing. Big zoomies.

Hardcore Parkour

At 3rd level, the world becomes your playground, allowing you to run and climb on every element of your surroundings.

During your turn, you have the ability to move up, down, and across vertical surfaces while leaving your hands free. This benefit works only in short bursts; you fall if you end your turn without being on the ground or attached to a stable object and nothing else is holding you aloft. If you have a free hand and there is an available handhold in your space when you would begin falling during or at the end of your turn, you can use the free hand to catch yourself.

Additionally, when you move on your turn, you may spend 1 energy and expend a number of feet from your speed that is less than or equal your Momentum bonus (shown on the Brawler Table) to fly in a straight line. This movement must end each one on a creature, solid object, or ground. If you do not, you fall, and your movement ends. You may only use this feature once per turn.

At 6th level, you may use this feature twice per turn, gaining a third use at 11th level, and a fourth use at 17th level.

Momentum Strike

At 3rd level, you learn to use the kinetic energy of your movement to empower your attacks.

If you move at least 20 feet immediately before making a weapon attack, the attack deals additional damage equal to a roll of your Martial die.

Graceful Descent

Starting at 6th level, you no longer take damage from falling less than 100 feet.

In addition, you have resistance to falling damage.

Kinetic Precision

At 11th level, you develop an uncanny precision to complement your breakneck speed. You gain the following benefits:

  • If you move at least 40 feet immediately before making a weapon attack, you make the attack roll with advantage.
  • You can move through the space of any creature without restriction.
  • Your movement doesn’t provoke opportunity attacks.
  • Moving through difficult terrain costs you no extra movement.
  • It costs you only 5 feet of movement to stand up from being prone.
  • You can use Dexterity, instead of Strength, when determining the maximum distance of your long jump and height of your high jump.

Fall Upon Them

At 17th level, you learn to utilize the momentum of your falls to make deadly vertical strikes.

Whenever you fall at least 50 feet and land within 5 feet of an enemy creature you can use your reaction to make one weapon attack against that creature. The creature takes additional damage equal to three rolls of your Martial die and must make a Dexterity saving throw or be knocked prone.

Changelog


  • V0.1 Initial release! Set the groundwork for the class, it obviously needs some fine tuning and balance, but so far i'm happy with it.
  • V0.15 Changed Executing Strike to Knockout Strike. Now a little less broken, but still effective. Added the fact that if you crit, you get 2 energy back. Changed Whirlwind Strike to an attack against multiple enemies. Adjusted Go to Sleeps energy cost to 3.
  • V0.16 Made some nerfs to costs, including Slowing Strike which now costs 4. Monastic Fortitude now called Grit your Teeth. Added the long rest requirement on Knockout Strike. Changed the 9th level feature to add additional reactions.
  • V0.2 Reworded Unflinching so that it works even when the charmed or frightened condition takes away your ability to use an action.
  • V0.3 Added the Freerunning subclass.

Credits

Major credits for this design go to /u/LaserLlama on Reddit and their own Alternate Monk, mostly for the idea of techniques.

I'd also like to give credit to Benjamin Huffman and his Pugilist class, which was published in the Ultimate Adventurer's Handbook on DM's Guild. It was one of the inspirations for the Puglist side of this class, and I adore that class.

I'd also love to thank my D&D group for listening to my ridiculous ideas and complaints about Monk for so long till I finally sat down and created this.

 

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