Monk
Base Class: Monk

Deep within the heart of the monastic tradition a unique path has emerged for those who seek not only inner harmony but also the thrill of combat, this came to be known as the Way of the Pugilist. These monks are masters of hand-to-hand combat, eschewing traditional weapons in favor of their own fists. The Way of the Pugilist embodies a high-risk, high-reward fighting style that challenges its practitioners to push their physical limits and embrace the adrenaline-fueled dance of close-quarters combat.

The philosophy of the Way of the Pugilist revolves around the acceptance of risk as an inherent part of combat. These monks believe that by willingly placing themselves in danger, they unlock hidden reservoirs of power within. It is a spiritual journey that requires not only physical prowess but also a deep understanding of one's own mortality. In battle, Pugilists are known for their unyielding resolve, facing opponents head-on with a mix of fearlessness and calculated strategy.

The training regimen for a Pugilist is grueling, focusing on honing reflexes, increasing endurance, and mastering the art of taking a beating. Monks of this subclass often engage in intense sparring sessions, pushing themselves to the brink of exhaustion and beyond. The Way of the Pugilist demands a commitment to self-improvement through adversity, making each encounter a test of both skill and mettle.

Those who follow the Way of the Pugilist are a rare breed, often attracting attention for their unorthodox fighting style and fearless demeanor. Some view them as reckless brawlers, while others recognize the disciplined artistry behind their seemingly wild attacks. Regardless of public opinion, Pugilists remain steadfast in their pursuit of strong adversaries.

Combination Specialist

Starting twice at 3rd level and once again at 6th and 11th level, you pick a combination to enhance your unarmed strikes. Combinations costs ki points. These combinations do not cost any kind of action but can only be used once per turn.

  • Body Work - You direct your attacks towards your enemy's midsection in an attempt to wear them down. Each successful unarmed strike reduces the enemy's AC by 1 until the end of your next turn. If their AC hits 0 then they fall prone and all attacks that use strength made against them automatically crit until they gain AC back. This combination costs 1 ki point.
  • Corkscrew - You throw your punches overhead in a twisting motion with the intention to leave cuts on your enemy. Until the end of your next turn your unarmed strikes deal 1d4 bonus slashing damage. If a 4 is rolled on this d4 then the damage caused by this combination is repeated at the start of the enemy's turn for (1d4 + STR modifier) rounds. This combination costs 2 ki points.
  • Fakes & Faints - You throw a few faints in addition to your normal punches to confuse and disorientate your enemy. They must make a wisdom saving throw with a save DC equal to (8 + STR modifier). On a failed save all melee attacks against the target get advantage until the end of the next round. On a successful save this combination costs 1 ki point.
  • Haymaker - After a series of jabs you go all out for one devastating blow. The last unarmed strike on your turn deals an additional point of damage for each other unarmed strike you've successfully hit this turn. This last unarmed strike also benefits from double your STR modifier for damage if Shear Will is active but half of your DEX modifier rounded down if not. If the final unarmed strike misses you gain a level of exhaustion. This combination costs 2 ki points.
Body Work

You direct your attacks towards your enemy's midsection in an attempt to wear them down. Each successful unarmed strike reduces the enemy's AC by 1 until the end of your next turn. If their AC hits 0 then they fall prone and all attacks that use strength made against them automatically crit until they gain AC back. This combination costs 1 ki point.

Corkscrew

You throw your punches overhead in a twisting motion with the intention to leave cuts on your enemy. Until the end of your next turn your unarmed strikes deal 1d4 bonus slashing damage. If a 4 is rolled on this d4 then the damage caused by this combination is repeated at the start of the enemy's turn for (1d4 + STR modifier) rounds. This combination costs 2 ki points.

Fakes & Faints

You throw a few faints in addition to your normal punches to confuse and disorientate your enemy. They must make a wisdom saving throw with a save DC equal to (8 + STR modifier). On a failed save all melee attacks against the target get advantage until the end of the next round. On a successful save this combination costs 1 ki point.

Haymaker

After a series of jabs you go all out for one devastating blow. The last unarmed strike on your turn deals an additional point of damage for each other unarmed strike you've successfully hit this turn. This last unarmed strike also benefits from double your STR modifier for damage if Shear Will is active but half of your DEX modifier rounded down if not. If the final unarmed strike misses you gain a level of exhaustion. This combination costs 2 ki points.

Combination Specialist lvl 6

Starting twice at 3rd level and once again at 6th and 11th level, you pick a combination to enhance your unarmed strikes. Combinations costs ki points. These combinations do not cost any kind of action but can only be used once per turn.

 

Body Work - You direct your attacks towards your enemy's midsection in an attempt to wear them down. Each successful unarmed strike reduces the enemy's AC by 1 until the end of your next turn. If their AC hits 0 then they fall prone and all attacks that use strength made against them automatically crit until they gain AC back. This combination costs 1 ki point.

Corkscrew - You throw your punches overhead in a twisting motion with the intention to leave cuts on your enemy. Until the end of your next turn your unarmed strikes deal 1d4 bonus slashing damage. If a 4 is rolled on this d4 then the damage caused by this combination is repeated at the start of the enemy's turn for (1d4 + STR modifier) rounds. This combination costs 2 ki points.

Fakes & Faints - You throw a few faints in addition to your normal punches to confuse and disorientate your enemy. They must make a wisdom saving throw with a save DC equal to (8 + STR modifier). On a failed save all melee attacks against the target get advantage until the end of the next round. On a successful save this combination costs 1 ki point.

Haymaker - After a series of jabs you go all out for one devastating blow. The last unarmed strike on your turn deals an additional point of damage for each other unarmed strike you've successfully hit this turn. This last unarmed strike also benefits from double your STR modifier for damage if Shear Will is active but half of your DEX modifier rounded down if not. If the final unarmed strike misses you gain a level of exhaustion. This combination costs 2 ki points.

Body work

You direct your attacks towards your enemy's midsection in an attempt to wear them down. Each successful unarmed strike reduces the enemy's AC by 1 until the end of your next turn. If their AC hits 0 then they fall prone and all attacks that use strength made against them automatically crit until they gain AC back. This combination costs 1 ki point.

Corkscrew

You throw your punches overhead in a twisting motion with the intention to leave cuts on your enemy. Until the end of your next turn your unarmed strikes deal 1d4 bonus slashing damage. If a 4 is rolled on this d4 then the damage caused by this combination is repeated at the start of the enemy's turn for (1d4 + STR modifier) rounds. This combination costs 2 ki points.

Fakes & Faints

You throw a few faints in addition to your normal punches to confuse and disorientate your enemy. They must make a wisdom saving throw with a save DC equal to (8 + STR modifier). On a failed save all melee attacks against the target get advantage until the end of the next round. On a successful save this combination costs 1 ki point.

Haymaker

After a series of jabs you go all out for one devastating blow. The last unarmed strike on your turn deals an additional point of damage for each other unarmed strike you've successfully hit this turn. This last unarmed strike also benefits from double your STR modifier for damage if Shear Will is active but half of your DEX modifier rounded down if not. If the final unarmed strike misses you gain a level of exhaustion. This combination costs 2 ki points.

Combination Specialist

Starting twice at 3rd level and once again at 6th and 11th level, you pick a combination to enhance your unarmed strikes. Combinations costs ki points. These combinations do not cost any kind of action but can only be used once per turn.

  • Body Work - You direct your attacks towards your enemy's midsection in an attempt to wear them down. Each successful unarmed strike reduces the enemy's AC by 1 until the end of your next turn. If their AC hits 0 then they fall prone and all attacks that use strength made against them automatically crit until they gain AC back. This combination costs 1 ki point.
  • Corkscrew - You throw your punches overhead in a twisting motion with the intention to leave cuts on your enemy. Until the end of your next turn your unarmed strikes deal 1d4 bonus slashing damage. If a 4 is rolled on this d4 then the damage caused by this combination is repeated at the start of the enemy's turn for (1d4 + STR modifier) rounds. This combination costs 2 ki points.
  • Fakes & Faints - You throw a few faints in addition to your normal punches to confuse and disorientate your enemy. They must make a wisdom saving throw with a save DC equal to (8 + STR modifier). On a failed save all melee attacks against the target get advantage until the end of the next round. On a successful save this combination costs 1 ki point.
  • Haymaker - After a series of jabs you go all out for one devastating blow. The last unarmed strike on your turn deals an additional point of damage for each other unarmed strike you've successfully hit this turn. This last unarmed strike also benefits from double your STR modifier for damage if Shear Will is active but half of your DEX modifier rounded down if not. If the final unarmed strike misses you gain a level of exhaustion. This combination costs 2 ki points.
Body Work

You direct your attacks towards your enemy's midsection in an attempt to wear them down. Each successful unarmed strike reduces the enemy's AC by 1 until the end of your next turn. If their AC hits 0 then they fall prone and all attacks that use strength made against them automatically crit until they gain AC back. This combination costs 1 ki point.

Corkscrew

You throw your punches overhead in a twisting motion with the intention to leave cuts on your enemy. Until the end of your next turn your unarmed strikes deal 1d4 bonus slashing damage. If a 4 is rolled on this d4 then the damage caused by this combination is repeated at the start of the enemy's turn for (1d4 + STR modifier) rounds. This combination costs 2 ki points.

Fakes & Faints

You throw a few faints in addition to your normal punches to confuse and disorientate your enemy. They must make a wisdom saving throw with a save DC equal to (8 + STR modifier). On a failed save all melee attacks against the target get advantage until the end of the next round. On a successful save this combination costs 1 ki point.

Haymaker

After a series of jabs you go all out for one devastating blow. The last unarmed strike on your turn deals an additional point of damage for each other unarmed strike you've successfully hit this turn. This last unarmed strike also benefits from double your STR modifier for damage if Shear Will is active but half of your DEX modifier rounded down if not. If the final unarmed strike misses you gain a level of exhaustion. This combination costs 2 ki points.

Combination Specialist lvl 11

Starting twice at 3rd level and once again at 6th and 11th level, you pick a combination to enhance your unarmed strikes. Combinations costs ki points. These combinations do not cost any kind of action but can only be used once per turn.

  • Body Work - You direct your attacks towards your enemy's midsection in an attempt to wear them down. Each successful unarmed strike reduces the enemy's AC by 1 until the end of your next turn. If their AC hits 0 then they fall prone and all attacks that use strength made against them automatically crit until they gain AC back. This combination costs 1 ki point.
  • Corkscrew - You throw your punches overhead in a twisting motion with the intention to leave cuts on your enemy. Until the end of your next turn your unarmed strikes deal 1d4 bonus slashing damage. If a 4 is rolled on this d4 then the damage caused by this combination is repeated at the start of the enemy's turn for (1d4 + STR modifier) rounds. This combination costs 2 ki points.
  • Fakes & Faints - You throw a few faints in addition to your normal punches to confuse and disorientate your enemy. They must make a wisdom saving throw with a save DC equal to (8 + STR modifier). On a failed save all melee attacks against the target get advantage until the end of the next round. On a successful save this combination costs 1 ki point.
  • Haymaker - After a series of jabs you go all out for one devastating blow. The last unarmed strike on your turn deals an additional point of damage for each other unarmed strike you've successfully hit this turn. This last unarmed strike also benefits from double your STR modifier for damage if Shear Will is active but half of your DEX modifier rounded down if not. If the final unarmed strike misses you gain a level of exhaustion. This combination costs 2 ki points.
Body Work

You direct your attacks towards your enemy's midsection in an attempt to wear them down. Each successful unarmed strike reduces the enemy's AC by 1 until the end of your next turn. If their AC hits 0 then they fall prone and all attacks that use strength made against them automatically crit until they gain AC back. This combination costs 1 ki point.

Corkscrew

You throw your punches overhead in a twisting motion with the intention to leave cuts on your enemy. Until the end of your next turn your unarmed strikes deal 1d4 bonus slashing damage. If a 4 is rolled on this d4 then the damage caused by this combination is repeated at the start of the enemy's turn for (1d4 + STR modifier) rounds. This combination costs 2 ki points.

Faints & Fakes

You throw a few faints in addition to your normal punches to confuse and disorientate your enemy. They must make a wisdom saving throw with a save DC equal to (8 + STR modifier). On a failed save all melee attacks against the target get advantage until the end of the next round. On a successful save this combination costs 1 ki point.

Haymaker

After a series of jabs you go all out for one devastating blow. The last unarmed strike on your turn deals an additional point of damage for each other unarmed strike you've successfully hit this turn. This last unarmed strike also benefits from double your STR modifier for damage if Shear Will is active but half of your DEX modifier rounded down if not. If the final unarmed strike misses you gain a level of exhaustion. This combination costs 2 ki points.

Shifting

Starting when you choose this tradition at 3rd level, As a bonus action you may switch your Strength Ability Score with your Dexterity Ability Score for an amount of rounds equal to 3x your Monk level. You may also end this effect early as a bonus action. This feature at 3rd level can be used 4 times per long rest. You gain 1 more use at 5th level, 7th level, and 2 more at 10th level. You can also spend a charge to regain 2 ki points or spend 2 ki points to regain a charge.

(Stat changes have to be done manually)

Conditioned Breathing

At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.

Shoulder Roll

Beginning at 11th level, as an action you may spend 2 ki points to raise your AC by your DEX modifier until the start of your next turn. If an enemy misses a melee attack against you while this is active you may use shear will  and make an unarmed strike against them without rolling to hit.

Cross Counter

At 11th level, as a reaction when you are hit by a melee attack or successfully use Shoulder Roll you may spend 2 ki points to make an unarmed attack that benefits from double your strength modifier if Shear will is active. This unarmed strike is made with advantage. If used after a successful Shoulder Roll  it automatically crits instead of being made with advantage.

Bell Ringer

At 17th level, As an action you can create a 25 ft by 25 ft boxing ring with 5 ft tall corners connected by ropes centered at your feet once per long rest. The boxing ring is indestructible and only disappears after a minute has passed without an enemy within the ring or after your death. Projectiles cannot enter or leave the boxing ring. The boxing ring is treated as difficult terrain. All unarmed strikes within the ring deal max and double damage. When an unarmed strike is made within the ring, 2 additional unarmed strikes can be made as part of the same attack action. You regardless of hit points and anything else with half of it's hit points remaining or less cannot leave the boxing ring. If something that can make death saving throws reaches 0 hit points while within the ring they immediately fail a death saving throw and stand with temporary hit points equal to half of their max hit points. While within the ring anything may take an additional action or bonus action once during their turn but gain a level of exhaustion. Whenever something dies within the boxing ring, everything else within the boxing ring gains your choice of 2d8 temporary hit points or +2 to damage of unarmed strikes within the boxing ring. While within the boxing ring, you regain 2 ki point at the start of your turn. You gain 4 instead if you didn't spend any ki points on your previous turn.

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