Monk

Monastic Traditions

Way of the Pugilist

The technique of the pugilist is a combination of the other monastic traditions. Monks who belong to this tradition emphasize a combination of striking powerfully and striking effectively. The pugilist excels at fighting individual enemies using a combination of punches, kicks, and grapples. The pugilist has a unique way of combining physical attacks with years of skill and training. Part boxer, part acrobat, and part martial artist, the pugilist comes to every fight prepared.

As a pugilist, you harness the magical power of ki energy to beast your foes in duels and alter fights so that they occur on your terms. You use ki energy to enhance your fighting capabilities against a single enemy, but neither the physical nor that magical techniques that you employ are powerful against hordes of creatures.

Mixed Martial Arts

Starting at 3rd level, you learn the following techniques. Whenever you use your Flurry of Blows, you must choose which technique you want to use.

Jab: You can make one additional unarmed strike against the same target if you hit with the final attack of your Flurry of Blows.

Cross: When you hit a creature with the final attack of your Flurry of Blows, the creature must succeed on a Constitution saving throw. On a failed save, they can't attack you until the start of your next turn.

Hook: The final attack of your Flurry of Blows gains a +2 attack bonus.

Uppercut: You can add your proficiency bonus to the damage of the final attack of your Flurry of Blows.

Elbow Strike: You can make one additional unarmed strike as part of your Flurry of Blows against a creature who is grappled.

Knee Strike: Creatures have disadvantage on saving throws they make to maintain concentration against the final attack of your Flurry of Blows.

Round Kick: When you use your Flurry of Blows, instead of making an an attack roll for the final attack, the target must make a Dexterity saving throw. The target takes damage equal to twice your martial arts die on a failure, or half as much on a success.

Takedown

Also at 3rd level, you can spend 1 ki point to perform a takedown as a bonus action. When you perform a takedown, you make a grapple check against a creature who is already grappled by you. On a success, the creature takes damage equal to your martial arts die and falls prone. On a failure, the creature takes half damage and doesn't fall prone.

Starting at 6th level, if a creature attempts to escape from your grapple while they are prone and fails, you can use your reaction to make an unarmed strike against the creature.

Boxing Stance

At 6th level, when a creature provokes an opportunity attack from you, you can spend 1 ki point to make the attack without using up your reaction.

Devastating Combination

At 11th level, you can make a third unarmed strike as part of your Flurry of Blows. This attack scores a critical hit on a roll of 18-20.