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Way of the Nekketsu
Monks of the Way of the Nekketsu are hot blooded fighters who burn with an intense and blistering aura. They hone their skills in intense sporadic brawls against many combatants, shrugging off even lethal damage.
Street Brawler
Starting when you choose this tradition at 3rd Level, you learn how to throw down when the time calls for it.
You gain proficiency with Improvised Weapons and can treat them as monk weapons, you also gain proficiency with one type of gaming set of your choice.
Created by @fru1tycak3 on GMBinder
Images belong to SEGA
![](https://i.ibb.co/5FVpwfL/bgcoolguy.png)
Burning Soul
At 3rd Level, you feel the Heat of a fiery Dragon.
Whenever you make two attacks successively during your turn, you gain "Heat". You can use Heat to either:
- When you hit with an unarmed strike or a monk weapon, you can expend your Heat to deal an extra die of damage.
- When you are hit by a melee attack, you can expend your Heat as a reaction to reduce the damage by your Constitution modifier + your monk level.
Heat cannot stack, and lasts until the end of your next turn.
Stunning Parry
At 6th Level, you learn a technique to break enemy attacks.
When you are hit by a melee attack, you can use your reaction to spend 1 Ki point to reduce the damage of the attack. You can reduce the damage of the attack by 1d10 + your Dexterity modifier + your Monk level. If you reduce the damage of the attack to 0, the target has to make a Constitution saving throw or be stunned until the end of your next turn.
Draconic Endurance
At 11th Level, your Heat now grants you the endurance of a Dragon.
On your turn, by expending your Heat, you can roll a Hit Die as a bonus action to restore your own hit points as if you had finished a short rest. You also gain Temporary Hit Points equal to the amount healed.
Dragon Drop
At 17th Level, you perfect your technique so that it could take down dragons.
When using Stunning Parry, If you reduce the damage of the attack to 0, you can instead spend another Ki Point to make a special unarmed attack. The damage of this attack is equal to double the total to reduce damage and the target must succeed on a Strength saving throw or be pushed 15ft away from you.