Monk
Base Class: Monk

Tired of being bullied?  Want to stop being weak and instead become strong?  Dig 80's music?  Then this is the Monastic Tradition for you!  Now drop down and give me 20!

Strike First

3rd level Strike First, Strike Hard, No Mercy! Feature
You have advantage on all Initiative rolls.  Additionally, add one Martial Dice to each Initiative roll you make.

Strike Hard

Beginning at 3rd level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an unarmed attack if you have advantage on the attack roll. The attack must be an unarmed attack to use this feature.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, gaining +1d6 every odd level.  If you have Sneak Attack dice from another multiclass class source, they stack with this feature only if you are making an unarmed attack.

No Mercy

3rd level Strike First, Strike Hard, No Mercy! Feature
When you strike an opponent with an unarmed attack, you can force them to immediately roll a Wisdom saving throw (DC 10 + your proficiency bonus). On a failed save, a target becomes frightened of you until the start of your next round. If the frightened target takes any additional damage, it can repeat the saving throw, ending the effect on itself on a success.  Once the target succeeds on the saving throw it is immune to this No Mercy effect for 24 hours. Targets that are immune to being frightened automatically make their saving roll.

Reactionary Strike

6th level Strike First, Strike Hard, No Mercy! Feature
When you are hit with a melee attack by an attacker that is within 5 feet of you, you can use your reaction to make an immediate, single unarmed attack against that target. If you hit, you can forgo the damage from your Martial Dice to instead push the target away from you.  Roll the withheld Martial Dice, you push the target away from you 5 feet for each number rolled to an unoccupied space.  If there is a barrier or occupied space in the path, the target’s movement stops at the obstruction where it ends up prone.  If there are no obstructions, the target is pushed the full distance and does not end up prone.

Sweep the Legs

6th level Strike First, Strike Hard, No Mercy! Feature
As an action you can use your unarmed attack to Sweep the Legs of all targets within 5 feet of you. The targets must be no more than one size larger than you, or they automatically save.  Each target within 5 feet of you must make an immediate Dexterity saving throw (DC 8 + your proficiency bonus + your Dexterity modifier). On a failed save, the target takes your unarmed strike damage and ends up prone.  On a successful save, the target takes no damage and remains standing.

Take the Punch

6th level Strike First, Strike Hard, No Mercy! Feature
You have resistance to bludgeoning, piercing, and slashing damage.

Strike First (2)

You have advantage on all Initiative rolls.  Additionally, add two Martial Dice to each Initiative roll you make.

Extra Attack (2)

11th level Strike First, Strike Hard, No Mercy! Feature
You can attack three times, instead of twice, whenever you take the Attack action on your turn.

Crane Kick

17th level Strike First, Strike Hard, No Mercy! Feature
You make a single unarmed strike this round against a target within 5 feet of you.  If you do not already have disadvantage on this attack, you have advantage and may choose to reroll either of the d20 attack dice one time for this attack. (Super advantage) If you do already have disadvantage, the advantage from this feature cancels it out and the attack is made with a normal attack roll.  If the attack hits, it is automatically a critical hit, possibly qualifies for Strike Hard and you can add an additional +50 HP to the attack damage dealt by this feature.

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