Monk
Base Class: Monk

While some monks are stoic masters of martial arts, serious and cold warriors devoted to their monastery, others prefer to draw attention to themselves. To flourish their abilities and defeat their enemies with boasting confidence, corny one liners, flashy moves and unnecessary backflips.

Perhaps you used to be an actor before you were an adventurer, or your origins may be more humble as a gladiatorial warrior in a fighting pit. Whatever the case may be however, one thing’s for sure: while you and your party may defeat your enemies together, no one does it with a bigger flair for the dramatic, with more style than you.

Born to Show

When you first adopt this tradition at 3rd level, your presence can be quite compelling when it's dramatically fitting. You gain proficiency in your choice of the Intimidation or Performance.

Furthermore, whenever you make an ability check with either the Intimidation or Performance skills, you add your Wisdom modifier to the result.

Dramatic Stance

Also at 3rd level, you’ve learnt to exude confidence and showmanship when the time calls for it. Once per short or long rest, as an action, or as a bonus action by expending 1 Ki point, you may perform a dramatic stance. This can be a pose, a scream, a phrase, a call, its specifics and appearance are determined by you. 

When you do, creatures of your choice within 15 feet of you that can see or hear you (depending on the specifics of your dramatic stance) you must succeed on a Wisdom saving throw against your Ki save DC or become your choice of charmed by you or frightened by you until the end of your next turn.

Furthermore, whenever you score a critical hit on an attack, reduce a hostile creature to 0 hit points, roll initiative, or roll a 20 on the d20 in a saving throw or ability check while in combat or a high stakes situation (such as a chase out of initiative or a skill challenge, DM’s discretion), you can perform a dramatic stance (no action required) as described above, without expending a use.

Stage Presence

Starting at 6th level, your flair for the dramatic and strong personality exudes out of you and becomes contagious. You emit an aura while you aren’t incapacitated, granting allied creatures within 10 feet of you advantage on saving throws against being charmed or frightened.

Additionally, whenever you perform a dramatic stance, creatures of your choice within its radius gain a bonus to their next Charisma, Intelligence or Wisdom ability check or saving throw made until the end of their next turn. This bonus equals half your proficiency bonus, rounded down. 

Showman Flourish

At 11th level, you’ve learnt to add both style and substance to most of your techniques. Whenever you perform your Flurry of Blows, Patient Defense or Step of the Wind features, you may perform one of the following (no action required):

  • Unnecessary Backflip. You may perform a Dexterity(Acrobatics) check against a DC of 15. On a success, your speed increases by 15 feet until the beginning of your next turn.
  • Rallying One-Liner. You may perform a Charisma(Performance) check against a DC of 15. On a success, you can grant up to 3 creatures other than you that can hear you within 60 feet of you temporary hit points equal to half your monk level.
  • Dramatic Shakedown. You may perform a Charisma(Intimidation) check against a DC of 15. On a success, one creature of your choice that can see you within 30 feet of you has disadvantage on attack rolls against creatures other than you until the beginning of your next turn.

Once you use this feature successfully twice (succeed on the check), you can't use it again until you finish a short or long rest.

Stylish Finisher

By the time you’ve reached 17th level, you've learnt to perform a grandly theatric finishing move to destroy your foes’ will and body.

At the beginning of your turn, you can choose to enter a state of theatrical and telegraphed wind up for your finisher, gaining the following effects until the end of your turn:

  • Your AC is reduced by 1.
  • Your next unarmed strike that hits this turn deals additional damage equal to twice your monk level + twice your wisdom modifier. If you reduce a creature to 0 hit points with this unarmed strike, your next unarmed strike gains the same benefits.
  • Whenever you reduce a creature to 0 hit points, hostile creatures within 10 feet of you must succeed on a Wisdom saving throw against your Ki save DC or become frightened of you until the end of your next turn.

You can use this feature once, regaining the ability to do so again when you finish a long rest or by expending 9 Ki points to do it again.

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