Monk
Base Class: Monk

You relish in the attention of other people's gaze and any good that happens around you. Your stylish way of fighting draws people's attention to you and you use that attention you love so much to keep the show going, putting on a show for the people as you efficiently beat down your enemies.

Award Winning Performance

When you choose this tradition at 3rd level, you gain proficiency in the Performance skill. If you already have proficiency in this skill you gain expertise. You can use your Wisdom modifier instead of Charisma for this skill because you know what the people want to see.

 

Hype

Also at 3rd level, you draw strength from your ego and the praise that others give you. When you roll initiative you start with 0 hype, but as you fight in your stylish way, you build hype from pride in yourself and praise from others. Under certain circumstances, you can spend a ki point to make a Performance check to see how Hype something was. The total value of your skill check contributes to how much Hype you accumulate. You make a Performance check and gain Hype in the following ways: at the end of your turn when you successfully hit a creature with at least one attack (double Hype if you crit), when a creature misses an attack against you, and when you successfully catch a missile and hit a target with it (without spending a ki point).

Additionally, for every ally that can see when you make Performance checks in this way, you gain additional hype equal to your Wisdom modifier. Once you successfully accumulate a total of 100 Hype, creatures within 30 feet of you that can see you must make a Wisdom saving throw or be charmed by you for a minute. Each time you or your companions do anything harmful to a charmed creature, it can repeat the saving throw, ending the effect on itself on a success. You will have to accumulate 100 hype once more to gain this effect again.

 

Hypetrain

Beginning at 6th level, you ride the train of hype so that whenever good things happen they keep on happening. Whenever you or one of your allies within 60 ft of you critically hits a creature, reduces a creature to zero hit points, gets healed from 0 hit points, or uses inspiration, you get a ki point back. When you gain ki points in this way you can go over your maximum pool of ki by an amount equal to your Wisdom modifier. 

 

Superstar

At 11th level, when you accumulate 100 hype, on top of charming those around you, you enter a Hype Round which begins at the start of your turn after accumulating 100 hype and ends at the beginning of your subsequent turn. You cannot gain hype during a Hype Round. During a Hype Round, you gain the following benefits:

  • Your speed is doubled
  • Your jump distances are tripled
  • You gain a +2 bonus to AC
  • You have advantage on Dexterity saving throws
  • You can attack once more as part of the attack action
  • You gain special ways to attack your enemies. Each time you hit a creature with an unarmed strike on your turn you can choose one of the following options:
    • Bicycle Kick. The creature must make a Strength saving throw or be hit 20 feet into the air and fall back down to take any fall damage. If you hit a creature on its way down you deal an extra die equal to the weapons damage die.
    • Nut Punch. The creature must make a Constitution saving throw or be knocked prone and have disadvantage on all attacks until the end of its turn.
    • Super Punch. The creature must make a Strength saving throw or be shoved 15 feet away from you.
    • Split Kick. If two creatures are adjacent to you, you can hit both of them with the same attack. 

 

Showstopper

Starting at 17th level, when you accumulate 100 hype and enter a Hype Round at the start of your turn you can choose to use your action to start a goading dance that continues until the start of your next turn. If a creature were to make a melee attack against you on their turn while you do this dance, the true intentions of your dance reveal themselves as you parry its attack, taking no damage if it would hit, and making as many attacks against that creature as you desire until you miss. The creature cannot use its reaction during this combo. By taking this action you can choose one creature in particular to provoke. A creature of your choice within 60 feet of you must make a Wisdom saving throw or at the start of its turn move (if needed, safe, or possible) directly toward you and make an attack against you. On a success, the creature can act freely.

If no creature were to attack you before the start of your following turn, before doing anything, you can choose one creature within range of your unarmed strikes to make an unblockable attack against that creature. This attack automatically critically hits that creature. Afterward, you can take your turn as normal and you must accumulate 100 Hype once more to use this ability.

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