Monk
Base Class: Monk

The Way of the Monkey teaches its students to use anything and everything around them to their advantage against their foes.

Bonus Proficiencies

When you choose this tradition at 3rd level, you gain proficiency with improvised weapons if you don’t already have it. Additionally, they count as monk weapons for you. The improvised fighting style often utilising whatever is to hand. 

At 6th level, attacks you make with improvised weapons count as magical for the sake of overcoming resistance and immunity.

Fast Learner

Taking inspiration from the primates of the forests of Stoy Trost, you become more agile and fervent in your movement.

You can add half your proficiency bonus to any Dexterity or Strength check which does not already add your proficiency bonus.
When you hit a hostile creature with one of your Flurry of Blows attacks you can spend 1 ki point to gain proficiency in one skill, tool or weapon of your choice that that creature is proficient in. Any weapons you become proficient with in this way count as monk weapons for the duration. This proficiency lasts until you take a short or long rest.

Cheeky Monkey

Starting at 6th level, you can do not lose your edge from being on the ground, often making use of your legs for defence. You gain the following benefits.

Simian Agility. Other creatures do not gain advantage on melee attack rolls from you being prone.

Reversal of Fortune. When a creature misses you with a melee attack roll, if that creature is Huge or smaller you can spend 1 ki point as a reaction to cause that creature to make a Dexterity Saving throw. On a failed save, they fall prone and if you are prone, you may stand up.

Primate Nimbleness

Starting at 11th level, in combat you show an unerring level of nimbleness and awareness. Your number of Reactions you can take increases to half your Wisdom modifier rounded up (minimum of 1).

If you hit a creature with two or more attacks during your turn, you don't provoke opportunity attacks from moving out of its reach for the rest of the turn.

My Banana!

At 17th level, you can turn the tables on an opponent by disarming them. Once per round, when a creature makes a melee weapon attack against you and misses, you may use your reaction to force them to make a Strength saving throw. This save is made with disadvantage if the weapon is wielded with only one hand. On a failed save the creature is disarmed and you can choose to take the weapon, otherwise it falls to the ground at your feet. As part of this reaction, if you chose to take the weapon you may make an attack roll with it.

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