Base Class: Fighter
Like if you picked Fighter, but the subclass is a revamped Monk with a few features missing.
Multiclassing with Monk is forbidden.
The plan here is to fix many of Monks issues by slapping it on Fighter and attempt to bridge the gap between Martials and Casters with hopefully a fun option.
This puts Fighter and Monk about where I believe they should stand in terms of fighting ability and utility when compared with full casters.
This is also a test for giving martials large lists of moves and abilities that are comparable to spells.
Basically a physical/martial list of moves that serves as a proof of concept, although a true list would likely have options instead of one fixed list.
Beware, do not play if you cant stand clutter, as it gets pretty bad at about level ten.
Martial Artist
Starting at 3rd level, you gain the following benefits:
- Your Unarmed Strikes deal a d4, the die size increases at certain levels becoming 1d6 at level 7, 1d8 at level 10, 1d10 at level 15, and 1d12 at level 18.
This is your Martial Artist Die, and they become +1 at level 5, +2 at 8, +3 at 12. - Your Unarmed Strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- At the start of each of your turns, you can deal your Martial Artist die in bludgeoning damage to creatures grappled by you.
- You can make one Unarmed Strike as a Bonus Action and add your damage modifier to it.
Starting at level 15 you can make an additional Unarmed Strike with your Bonus Action. - Creatures that miss an attack while within your melee reach provoke an Opportunity attack from you.
Ki
Starting at 3rd level, your training allows you to harness Ki, you have a number of Ki equal to your total level.
You can use Ki to fuel various features, and start with several.
At levels 7, 10, 15, & 18 you learn new Ki moves
Most Ki skills have Charges that can be used instead of Ki and are restored on a Short Rest, charges are equal to your proficiency modifier.
Spent Ki is restored completely after completing a Long Rest.
Level 3:
- Deflect
As a Reaction you can reduce the damage you, or an ally within your reach take from an attack.
When you do the damage taken from the attack is reduced by your Martial Artist die +your Proficiency modifier +your total level.
However, if you expend two Charges/Ki instead, you do so without using your Reaction.
If the attack was ranged you can spend one Charge/Ki to throw it at a target of your choice within 60ft. - Flurry of Blows
After making an Unarmed Strike with your Action, Bonus Action, or Reaction, but only once per, you can spend one Charge/Ki to make another Unarmed Strike. - Snake Strike
When you land an Unarmed Strike, spend one Charge/Ki to attempt to Grapple. - Patient Defense
As a Bonus Action you take the Dodge action.
However, by spending two Charges/Ki you do so without using your Bonus Action. - Slow Fall
As a Reaction you may give yourself the effects of the Feather Fall spell until you land.
However, if you spend a Charge/Ki you do so without using your Reaction. - Fist Of Unbroken Air
As an action, you can spend two Charges/Ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional Charge/Ki you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don’t push it or knock it prone. - Step of the Wind
As a Bonus Action you gain the effects of the Dash and Disengage actions, your jump distance is increased by 10ft and you gain the ability to move across walls, ceilings, and liquids with your normal movement without falling until the end of your turn.
However, if you expend two Charges/Ki instead, you may gain the same effects without using your Bonus Action. - Elemental Fists
As an action you can cast spells by spending Charges/Ki equal to 1 plus the spell level.
The spells must deal Fire, Cold, Thunder, or Lightning damage, and originate from yourself such as Burning Hands, Shatter, or Lightning Bolt.
The spell must have a cast time of one action, be instantaneous and cannot require concentration.
Level 7:
- Quickened Healing
As an Action you can spend two Charges/Ki and roll your Martial Artist die and restore to yourself, or a creature at touch range, a number of hitpoints equal to the number rolled plus your Constitution modifier + your proficiency bonus. - Focused Aim
When you miss an attack, you can spend any number of Charges/Ki and roll that many d4 and add that to the result, potentially turning the miss into a hit. - Soul Smite
When you land an Unarmed Strike, you can spend one Charge/Ki to deal additional damage equal to your Constitution modifier that cannot be reduced, or resisted. - Heavy Blow
When you land a melee attack, you can spend one Charge/Ki to attempt to Shove them as you would with the Shove action. - Deadly Reach
Once per turn when you make an Unarmed Strike, you can spend one Charge/Ki to increase your reach with Unarmed Strikes by 5ft until the start of your next turn. - Air Step
While using your movement, you may give yourself a momentary foothold allowing you to jump when you otherwise couldn't, doing so more than once per turn requires one Charge/Ki for each use past the first. - Stillness Of Mind
As an Action, or as a free action by spending one Ki, you can end one effect on yourself that is causing you to be charmed or frightened and become immune to that effect for the next hour. - Ki Barrier
As an Action spend any number of Charges/Ki and grant a barrier to yourself, or another target within your reach that has hitpoints equal to ten times the number spent.
When they take damage the pool is reduced before hitpoints and temporary hitpoints.
This Barrier lasts up to a minute.
Level 10:
- Channel Inner Strength
As an Action, consume a number of hit die up to your proficiency, regain two expended Ki for each. - Soul Sight
As a Reaction, spend one Charge/Ki to allow yourself to see normally in darkness, both magical and nonmagical, to a distance of 120 feet for the next minute. - Redirect Attack
When a creature misses you with a weapon attack roll, as a Reaction you can spend one Charge/Ki to cause that attack to hit one creature of your choice, other than the attacker, that you can see within your reach. - Deflect Energy
You can use your Reaction to reduce the damage you, and any number targets within your reach take from an acid, cold, fire, force, lightning, thunder, or radiant damage source.
The damage is reduced by your Martial Artist die +your Proficiency modifier +your total level.
You must spend an additional Charge/Ki for every protected target past the first, and if you expend two additional Charges/Ki, you may do so without using your Reaction. - Piercing Blow
When you land an Unarmed Strike, you can spend one Charge/Ki to also hit a target within 5ft directly behind them. - Diamond Soul
Whenever you make a saving throw and fail, you can spend Charge/1 Ki to roll an additional d20 and choose which roll to use. - Ki Cloak
As a Bonus Action you can spend three Charges/Ki to cover your body in life energy granting you a +2 bonus on all rolls, and breathable air.
Requires concentration, lasts until you break concentration or rest.
Level 15:
- Sharp Senses
When you would fail a Perception or Insight check, you can spend one Charge/Ki to roll your Martial Arts die and add that to the result. - Calm Spirit
When you would be surprised, you can spend one Ki to not be. - Always Ready
When rolling Initiative, you can spend one Charge/Ki to roll your Martial Arts die and add that to the result. - Dauntless
As a Reaction to taking damage, you can spend any number of Charges/Ki to gain temp health for the next minute equal to five times the Ki spent.
Your next roll has advantage. - Arial Recovery
As a Reaction, when moving through the air against your will, you can stop your movement and gain 15ft of movement in any direction.
However if you spend one Charge/Ki you may do so without using your reaction. - Twin Strike
When you land an Unarmed Strike, you can spend one Charge/Ki to make an attack with the same to hit and damage against a different target within your reach. - Counter-Stance
As an Action you spend three Charges/Ki to enter a countering stance.
Until the start of your next turn whenever you are attacked you make an Unarmed Strike against the incoming attacks.
The damage you take is reduced by the number rolled and the weapon, ammo, or Unarmed Strike that attacked you takes the same damage.
Level 18:
- Targeted Strike
When making an Unarmed Strike that targets a specific part of a creature, spend one Charge/Ki to prevent the normal disadvantage. - Barrage
When making an Unarmed strike with advantage and both rolls would hit, you can spend one Charge/Ki to make the second roll an additional Unarmed Strike. - Rebound
When you are knocked prone, or away from a creature, as a Reaction when touching the ground, or by spending three Charges/Ki, you can get up instantly and move up to 30ft without provoking opportunity attacks and make an Unarmed Strike against a target of your choice within your reach. - Crucial Dodge
Whenever you would take damage that would render you unconscious, you can spend ten Charges/Ki to instantly appear 30ft away with one hitpoint. - Touch Of Life
You touch a creature that has died within the last minute and imbue the target with some of your lifeforce to attempt to bring them back to life.
Spend five Charges/Ki and Cast Revivify - Touch Of Death
When you land an Unarmed Strike against a creature you can spend one Charge/Ki to prevent it from healing until the start of your next turn.
Elusive, and Evasive
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
In addition, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.
Pure and Timeless Body, and Soul
At 10th level, your mastery of Ki grants you proficiency in all saving throws, and Ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically, you no longer need food or water, you are also immune to Disease and the Poisoned condition.
Danger Sense
Starting at 15th level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws, and initiative rolls.
Perfect Self
At 18th level, when you roll for initiative and have ten or less remaining Ki, you regain 5 Ki.
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