Monk
Base Class: Monk

While other monks learn about their discipline and hone it at some point at their life, the monks of the this unnamed art are tempered by the crushing burden that is life with its both unkind and unfair environments. There are no formal schools and no teachings, only by pure grit and perseverance can a master be born.

Practitioners of this art uses anything and everything they can get away with to survive. Their ingenuity allows them to turn anything they can get their hands on as a lethal weapon. Such is their propensity with danger that they actually thrive on death's door with almost nothing on their person.

Martial Ingenuity

Starting when you choose this tradition at 3rd level, your self-taught training has led you to wield any form of object you can hold as a weapon. You gain the following benefits:

  • You gain proficiency with improvised weapons if you haven't already, in addition, improvised weapons are considered monk weapons for you.
  • As a free action, you can attempt to find and wield a mundane or magical object within 5ft of you as an improvised weapon. The DM decides the difficulty to find and wield such an object, including the weapon's properties according to the improvised weapon rules.
  • Items or other effects that would affect your unarmed strikes also affects your improvised weapons.
  • When you make an attack with your improvised weapon, you can add an additional martial arts die to the attack's damage rolls.
  • When you roll a 1 in your attack roll with your improvised weapon, the weapon breaks apart and becomes unusable as a weapon.

Wrecking Strike

At 6th level, as a bonus action you can spend a ki point to make a melee attack with an improvised weapon. On a hit, the target suffers the weapon attack’s normal effects and must make a Strength saving throw with the DC equals to 8+ your proficiency bonus + the modifier of the ability score used to make the attack. If it fails, you can push it up to 10 feet to a horizontal direction of your choice. If the target collides with a creature or an object as a result of this pushed movement, both targets receive damage equal to your martial arts die and the movement stops.

Starting when you reach the 11th level in this class, you can push the target to any direction of your choosing instead. The range of this pushed movement increases to 15ft at the 11th level and again to 20ft at the 17th level.

Additionally, your improvised weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Unlikely Armaments

Beginning at 11th level, you may now use a grappled creature, equal to or smaller than your size, as an improvised weapon and/or shield.

  • As a reaction to an attack that you can see, you can use the grappled creature as a shield to all incoming attacks. You gain half cover until the start of your next turn, until then every attack roll that is lower than your armor class score by 5 or more hits the creature used as the shield instead.
  • You can use the grappled creature to make an attack, the grappled creature receives half of all damage you deal before counting resistances and immunities. On an attack roll of 1, the grappled creature sets itself free from your grapple.

Limit Breaker

At 17th level, you gain the ability to push a weapon beyond its limit. Once per turn, upon a successful hit with an improvised weapon you may choose to concentrate all of your fury into the attack, turning the hit into a critical hit while also breaking the weapon if it's an object. Creatures used as an improvised weapon will be let loose from your grapple due to the sheer impact of the force.

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