Way of the Street Monk (5e Subclass)
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Way of the Street Monk
These melee fighters are all about versatility they tend to learn random styles of fighting and never sticking with one. Most who pursue this class have a deep love for fighting, they are usually monks or fighters but anyone that revolves around fighting works to, Strength dexterity and constitution are the most important states for this class.
A Street Monk is a front line fighter that more often than not uses there fists in stead of weapons. Monks do well with all types of combat but they do best with things that support they're unarmed combat style.
Most Street Monks are found on the street like there name suggests but some are just people who love to fight and desire to do so with there fists. Creatures who meet Street Monks know that they often fight on instinct instead of style.
- Cast-Iron Stomach
You derive nourishment from spoiled food and can avoid dehydration by drinking seawater with few ill effects. By subsisting on these unusual provisions, you double the amount of time you can go without fresh food and water.
- Street Savvy
Starting at 3rd level, you develop special combat tactics, learned trough extensive experience in real life fights. You gain the following benefits:
- Improved Disarm. You can use your Deflect Projectiles abilities against attacks with weapons made against you. If you reduce the damage to 0, you can spend 1 ki point in order to disarm the attacker.
- Fast Heal. When you use your Patient Defense feature, you regain a number of hit points equal to your proficiency bonus.
- Grounded Weapon
Also at 3rd level, you can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
In addition, any creature who start its turn restrained by you takes damage equal to your martial arts die.
Finally, you can use your Dexterity modifier, instead of your Strength modifier, for your grappling attempts.
- Advanced Training
Also at 6th level, when you are wielding a weapon in one hand, you can make opportunity attacks against creatures within 5 feet that make an unarmed strike against you.
In addition, whenever you are wielding a bigger weapon that that of your opponent, you can make an opportunity attack against attacks made against you while they are within 5 feet.
This feature don't work against creatures with one size larger than you or higher.
- Kick Up
Starting at 6th level, when you're prone, you can stand up by spending 5 feet of movement, rather than half your speed.
In addition, you have advantage on Dexterity checks and saving throws to avoid being knocked prone.
- Unarmed Combo Strike
Starting at 11th level, once per turn when you hit a creature twice consecutively in the same turn with an unarmed strike, you can make one additional unarmed strike.
- Combat Reflexes
Starting at 17th level, you can take a number of special reactions each round equal to your Dexterity modifier (minimum 1).These reactions can only be used for Opportunity Attacks.