Base Class: Monk
They call you agitator, terrorist, freedom fighter, rebel, or revolutionist. But all you want to do is cause Chaos. The king on his throne, the general in a battlefield, or the city watch protecting the innocent. It doesn't matter to you, as long as the status quo is spoiled. You have learned to tweak your enemies and your friends just the right way. Sometimes its for the betterment of everyone, sometimes it isn't, but mostly it is just for your own amusement.
Guerrilla Warfare
You gain proficiency in the stealth skill.
You also can use your bonus action to take the hide action.
The first monk weapon attack or unarmed strike you make against a creature which you are successfully hidden from deals an additional weapon die of damage. You can use this once per turn.
Propaganda
Sometimes you know that words are stronger then weapons.
You gain proficiency in persuasion, if you don't already have it.
You gain tool proficiency in Calligrapher's Supplies, if you don't already have it.
By spending 2 ki point you can cast the following spells without material components: Calm Emotions, Skywrite, Illusory Script, Suggestion
Incite Chaos
You thrive in chaos and confusing your enemies as well as your friends. Sometimes its for the better, sometimes its for the worse. Only you understand what you are trying to accomplish. You can use your action during combat to incite chaos. Every creature who is within 10 feet of you except you now has advantage or disadvantage on weapon attacks, your choice, using this ability requires your concentration. Additionally each turn you can use your bonus action to change the type chaos from advantage or disadvantage. You can use this a number of times equal to your wisdom modifier(min 1). Incite chaos lasts until you lose concentration or use your bonus action to end it.
Havoc
Everyone is your enemy and you no longer can tell friend from foe. You are only here to cause Havoc and bring about the Chaos that is your nature. You can use your action and spend 3 ki to attack all creatures that are within your reach with a monk weapon or unarmed attack. Each successful attack against a creature allows you to continue attacking it until it dies or you miss. On each successful attack the creature gains an Armor Class Bonus of 5 (Example: A 3rd attack on the same creature with Armor Class 10 would result in Armor Class of 20 for that attack. 10 +5(2nd attack) +5(third attack) = 20. If a creature dies and there are no other creatures in your reach, you will spend the rest of your movement to move towards the next closest creature and attack it. If you do not have enough movement left, you will move towards the creature and end your turn. If there are more than one creature deemed the closest by the DM, you will randomly choose one of the creatures to target.
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