Base Class: Monk
People who choose to follow the Way of the Urban Monk don't simply walk down it's path, but rather do a series of various flips and turns. The Way of the Urban Monk is all about evasion, urban traversal, and maybe some extra flair for those who desire it.
Expert Acrobatics
Starting at 3rd level, you no longer spend Ki points to use the Step of the Wind feature, and you gain a swimming & climbing speed equal to your movement. You also gain proficiency in acrobatics, and expertise if you already have proficiency in acrobatics.
Environmental Ingenuity
Starting at 6th level, you gain proficiency with improvised weapons, and can spend Ki points to inflict annoying conditions on enemies with any weapon you are proficient in. You also gain proficiency in investigation, and if you are already proficient in investigation you gain expertise in it.
1 Ki Point:
Stagger- For 1 Ki point, you can make a staggering attack on a foe, who has to succeed on a CON save with a DC of 10 + your DEX modifier + your WIS modifier or have their movement halved.
Daze- For 1 Ki point, you can daze an enemy if they fail a DC 10 + DEX + WIS modifier CON save, meaning that they lose their reaction.
2 Ki Points:
Blind: for 2 Ki points, you can make a blinding attack, which will blind the targeted enemy if they fail a DC 10 + DEX + WIS modifier CON save.
Prone: For 2 Ki points, you can knock an enemy prone if they fail a DC 10 + DEX + WIS modifier CON save.
3 Ki Points:
Disarm: for 3 Ki points, you can make a disarming attack, which forces the enemy to drop their equipped weapon unless they succeed a DC 10 + DEX + WIS modifier CON save.
Improvised Efficiency
Starting at 11th level, you gain the ability to use Flurry of Blows with any improvised weapon, and you gain the ability to ignore any damage resistances to bludgeoning, piercing, and/or slashing damage an enemy might have, and damage immunity to bludgeoning, piercing, and/or slashing damage is treated as damage resistance.
Additionally, when you are wielding an improvised weapon, you can use your reaction to roll damage to deflect the missile, but you cannot throw the missile back.
Mastery of Movement
Starting at 17th level, you automatically succeed all DEX saves, and you no longer take fall damage.
Additionally, you gain 25 feet of movement.
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