Base Class: Monk
These monks attempt to do as much harm to their enemies as possible, But also know how to immobilize or incapacitate their foes.
Bonus Proficiencies
When you choose this tradition at 3rd level, you gain proficiency in the Acrobatics and the Athletics skills if you don’t already have them. Your martial arts technique mixes combat training with the precision of a dancer.
Spinning Roundhouse
At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you can choose to replace one of your hits with a spinning roundhouse kick dealing your flurry of blows damage to all enemies in a 5 foot radius around the player. To hit is calculated from furry of blows hit against each enemies AC in the 5 foot range. costs 1 ki
Kicking Power
Kicks are stronger than punches, Because of this while using unarmed strike your Martial Arts count as 1 damage dice higher. d4s become d6 / d6 becomes d8 / d8 becomes d10 / d10 becomes d12.
Heel Drop
Starting at 6th level, you can move in sudden ways. You gain the following benefits.
Leap to Your Feet. When you’re prone, you can stand up by spending 5 feet of movement, rather than half your speed by kicking off the ground with your heel to propel yourself up.
Knock Prone. When a creature misses you with a melee attack roll, you can spend 2 ki point as a reaction to cause that creature to fall prone by making a Acrobatics check VS the creatures Strength saving throw. On a failed save the creature is knocked prone
Axe Kick
Starting at 11th level, You have learned how to bring your kicks down on your enemy. On your turn during your flurry of blows you can choose to spend 3 KI points to preform an axe kick bringing your heel down on your enemies head dealing X3 the damage done from your flurry of blows. If the hit is critical it also knocks the enemy prone.
Kicking Power upgrade
Kicks are stronger than punches, Because of this while using unarmed strike your Martial Arts count as 1 damage dice higher. d4s become d6 / d6 becomes d8 / d8 becomes d10 / d10 becomes d12.
Combo Master
At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to two additional attacks with it (up to a total of four Flurry of Blows attacks), provided that 2 kicks are regular kicks, 1 is the Axe Kick, and 1 is the Spinning Roundhouse Kick. These extra kicks do not cost extra Ki to use. Your two regular kicks may be replaced for the ki cost to use Axe Kick or Spinning Roundhouse Kick or Heel Kick.
Kicking Power upgrade
Kicks are stronger than punches, Because of this while using unarmed strike your Martial Arts count as 1 damage dice higher. d4s become d6 / d6 becomes d8 / d8 becomes d10 / d10 becomes d12.
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