Street Kid
You are a product of the streets, growing up where rules were more of a suggestion than a law. Whether as a skateboarder dodging security, a graffiti artist fleeing the cops, or a petty thief getting by on your wits, you learned to rely on your reflexes, creativity, and defiance to survive. The Way of the Street Kid rewards agility, unpredictability, and confidence—offering you a fighting style that flows like the rhythms of the urban jungle.
Trickster's Reflexes
At 3rd level you gain the following features:
Skate-by Attack: When you take the Dash action, you can make one unarmed strike or shove attempt as part of that movement. This attack does not provoke opportunity attacks.
Street Tools: You gain proficiency in two of the following: Sleight of Hand, Stealth, Performance, or Thieves' Tools.
Graffiti Tag: As an action, you can create a symbol or graffiti tag on any surface. Once per long rest, this tag can become magical, functioning like the Alarm spell or causing creatures who see it to be distracted (they must succeed on a Wisdom saving throw against your Ki save DC or have disadvantage on Perception checks for 10 minutes).
Improv Fighter
At 6th level you gain the following features:
Improvised Weapons: You treat any small object (like skateboards, bottles, trash can lids, or spray cans) as a monk weapon that deals 1d6 damage. You can use Dexterity instead of Strength for attack and damage rolls with these weapons.
Crowd Control: When you reduce a creature to 0 HP, you can make a Charisma (Performance) check as a free action. On a success (DC 15), you inspire fear or admiration in nearby NPCs, depending on the situation, causing them to scatter or rally to your side.
Dirty Tactics: You can spend 1 ki point to impose disadvantage on an enemy’s next attack by kicking debris in their face or tripping them with your movement. This action must be taken as part of your attack or movement on your turn.
Flow of the Streets
At 11th level you gain the following features:
Parkour Master: You can move through difficult terrain without penalty, and walls or vertical surfaces are treated as solid ground for you. If you move at least 10 feet up or along a surface, you can jump off it without expending movement.
Momentum Combat: If you move at least 20 feet before making an unarmed strike, you deal an extra 1d8 damage. Once per turn, if you knock a creature prone, you can move an additional 10 feet as part of that attack.
King of the Concrete Jungle
At 17th level you gain the following features:
Defiant Spirit: When you are reduced to 0 HP but not killed outright, you can spend 3 ki points to drop to 1 HP instead and immediately move up to your movement speed without provoking opportunity attacks.
Street Legend: You radiate confidence and defiance. For 1 minute (once per long rest):
You are immune to being frightened or charmed.
Opportunity attacks against you fail automatically.
Your unarmed strikes score a critical hit on a roll of 19 or 20.
NPCs in the area view you as a local legend, granting you advantage on Persuasion and Intimidation checks for the next 24 hours.
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