Monk
Base Class: Monk

A wandering soul, practitioner of the arts passed down to them through teachings they cherish. As they wander, they learn more and more from their own study of movement and energy, slowly accumulating a long list of learned arts and techniques they wish to upkeep and continue. Longing to one day become a teacher or master in order to pass down their knowledge once more, the Warrior of Hidden Fate patiently hones their skill and focus, hoping to one day pursue to rite of teaching their knowledge to yet another wandering student.

An extremely combat and movement focused subclass. Makes use of Expending Movement to enact powerful bonuses to attack or damage. Please send in critique if you have it! I'm always interested in updating and improving my work!

Breath of Experience

At 3rd level, when making an Unarmed Strikes, you may expend some of your movement to improve the accuracy and strength of your attacks or defense.

  • Inert Blow: Move at minimum 15ft and immediately make 1 Unarmed Strike or Monk Weapon attack. You may roll 1 Martial Arts die and add it to the Damage or Attack roll.
  • Release Tension: As a Reaction to being hit by an attack from a creature within 5ft of yourself, you may move 10ft. If this movement would put you outside of range of the attack, you may reduce damage taken by 1 Martial Arts die.

Mental Luggage

At 3rd level, you have gained a knack for noticing the details in things, both within yourself and outside yourself. You gain the following benefits :

  • Proficiencies : Gain proficiency in Perception and one of the following ~ Investigation, Medicine, or Survival.

  • Wanderlust : You may add your Wisdom modifier to any Intelligence or Charisma skill check you make if this skill check is made with intent to learn or glean new information about an obscure or secret creature, object, or location.

Additional Proficiency - Investigation

 Gain proficiency in Investigation.

Additional Proficiency - Medicine

Gain Proficiency in Medicine

Additional Proficiency - Survival

Gain Proficiency in Survival

Wanderlust

You have a thirst for the new things in life. As you wander, you have heard plenty of tales, stories, and rumors of strange and fantastic things. You may add your Wisdom modifier to any Intelligence or Charisma skill check you make if this skill check is made with intent to learn or glean new information about an obscure or secret creature, object, or location.

Hidden Power

At 6th level, you have gleaned a special technique for unlocking your own strength. Gain the following benefits :

  • Awaken Momentum : When using Step of the Wind, on your next turn, you may expend movement without provoking Opportunity Attacks.

  • Wandering Blows : When using Patient Defense, if a creature attacks you and misses, you may make an Opportunity Attack without expending your Reaction. This may be done until the start of your Next Turn.

State of Flow

At 11th level, you have begun to, momentarily, experience states of "flow", where you are somewhat more powerful and aware while moving swiftly.

  • Inert Barrage : After using 40ft of movement on your Turn, all Unarmed Strikes you make until the start of your Next Turn gain the benefit of Inert Blow.
  • Release Emotion : After a creature makes an attack against you and misses, you may spend 1 Ki Points to regain your composure, immediately move back into range of the attacking creature and make an Opportunity Attack.

Hidden Knowledge

At 16th level, you are much more awake while exerting yourself, to the extent of granting your body near perfect efficiency, your mind near perfect cognition, and your soul a near perfect harmony.

Once per Short Rest, you may expend 4 Ki Points to enter Total Flow.

  • Total Flow : Your abilities improve drastically while in this state. For 1 minute, you may ~
    • When making a Strength, Dexterity, or Constitution Saving Throw or Skill Check, add 1 Martial Arts die as a modifier.
    • Once per Turn, expend 1 Ki Point to add your Unarmored Movement bonus to your total movement speed.
    • Gain the benefits of Awaken Momentum after using any of your movement on your Turn.
    • Expend 1 Ki Point while moving past a creature on your Turn to make an Opportunity Attack without expending your Reaction.
    • You can attack 3 times, instead of twice, whenever you use the Attack Action on your Turn.

Martial Die

This is just to add a rollable button in D&D Beyond for your Martial dice. Is helpful to see, I think. :)

Comments

Posts Quoted:
Reply
Clear All Quotes