DESC
| Level | Proficiency Bonus | Martial Arts | Focus Points | Features |
|---|---|---|---|---|
| 1st | +2 | 1d4 | - | Unarmored Defense, Martial Arts |
| 2nd | +2 | 1d4 | 2 | Focus, Dedicated Weapon |
| 3rd | +2 | 1d4 | 3 | Brawlin' Style |
| 4th | +2 | 1d4 | 4 | Ability Score Improvement |
| 5th | +3 | 1d6 | 5 | Extra Attack |
| 6th | +3 | 1d6 | 6 | Brawlin' Style Feature |
| 7th | +3 | 1d6 | 7 | |
| 8th | +3 | 1d6 | 8 | Ability Score Improvement |
| 9th | +4 | 1d6 | 9 | |
| 10th | +4 | 1d6 | 10 | |
| 11th | +4 | 1d8 | 11 | Brawlin' Style Feature |
| 12th | +4 | 1d8 | 12 | Ability Score Improvement |
| 13th | +5 | 1d8 | 13 | |
| 14th | +5 | 1d8 | 14 | Level Headed |
| 15th | +5 | 1d8 | 15 | |
| 16th | +5 | 1d8 | 16 | Ability Score Improvement |
| 17th | +6 | 1d10 | 17 | Brawlin' Style Feature |
| 18th | +6 | 1d10 | 18 | |
| 19th | +6 | 1d10 | 19 | Ability Score Improvement |
| 20th | +6 | 1d10 | 20 | True Focus |
As a Rowdy, you gain the following class features.
You start with the following equipment, in addition to the equipment granted by your background:
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
At 1st level, your practice of brawling gives you mastery of combat styles that use unarmed strikes and Rowdy weapons, which are shortswords, knives and any simple melee weapons that don't have the two-handed or heavy property.
You gain the following benefits while you are unarmed or wielding only rowdy weapons and 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 Rowdy weapons.
You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Rowdy table.
When you use the Attack action with an unarmed strike or a Rowdy weapon on your turn, you can make one unarmed strike as a bonus action.
For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a Rowdy weapon, you can use the game statistics provided for the weapon on the Weapons page.
Starting at 2nd level, your training has given you a greater focus in the heat of battle.
Your access to this ability is represented by a number of focus points. Your rowdy level determines the number of points you have, as shown in the focus Points column of the rowdy table.
When you spend a focus point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended focus back into yourself. You must spend at least 30 minutes of the rest meditating to regain your focus points.
Some of your focus features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
2nd level, you train yourself to use aanything around you as rowdy weapon, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus on it, and then count that weapon as a rowdy weapon until you use this feature again.
The chosen weapon must meet these criteria:
When you reach 3rd level, you commit yourself to a Brawlin' Style. Your personal style grants you features at 3rd level and again at 6th, 11th, and 17th level.
- Martial Artist
- Bar-Room Brawler
- Fancy Footwork
When you reach 4th level, and again at 8th, 12th, 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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.
Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.
At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.