Base Class: Monk
A brutish half-orc stands all by his lonesome, ready to catch a would-be assassin off-guard. After a few moments the assassin strikes but the half-orc deftly blocks his attack and retaliates with flaring nostrils, knocking the assassin nigh unconscious. Already calm again, the half-orc helps the assassin up, and commences his long monologue to attempt to make the assassin cease his bad ways.
A scrawny goblin is approached by a tall goliath in a back alley of a large town. The goliath draws a huge axe and picks the goblin up, threatening to kill the goblin if he doesn't give his ruby necklace to the goliath. The goblin lets out a war cry and swiftly punches him in the nose, then drops to the floor and trips him and knocks him out, he then alerts the city guard, but pleads with them to bring the assailant to the hospital.
Monks of the way of violence are monks who trained not to forget their anger, but to control it. Monks of the way of violence are often people with dark pasts of criminality, who were either sent to a monastery, or simply chose to turn over a new leaf, people who learn to control their anger so as not to cause pain to those they didn't wish to hurt. Monks of this way are often some of the calmest of people until a situation gets intense, being in more control of their emotions than anyone else, especially those of hate or anger. But when such situations do arise, you can trust in monks of this way to quickly incapacitate opposing enemies. Many though, are pacifists and will not stand by felling their foes, but rather help them turn over a new leaf as well.
Sticks, Stones, and Speed
At third level when you choose this subclass, You can "convince" many to lay their arms down in tense moments, and you know when the situation is about to turn hostile. You learn how to predict enemies to subdue them as quickly as possible purely through conversation.
Before combat, if you held a conversation with a creature for at least one minute before initiative is rolled (listening to a monologue counts), you gain a bonus to your initiative roll equal to your Wisdom modifier (minimum of +1) and you have advantage on any rolls made to disarm or grapple the creature.
Additionally, choose one skill between Persuasion, Deception, or Intimidation, you gain a bonus to rolls using the chosen skill equal to your wisdom modifier.
Controlled Rage
When you reach third level in this subclass, you gain the ability to channel your anger in short bursts of physical prowess in a way to aid you in combat. At the start of your turn, you can choose to enter a rage (no action required).
While raging, you gain the following benefits:
° You have advantage on strength checks and strength saving throws and are considered proficient in them if you aren't already.
° When you attack using a monk weapon or when you make an unarmed strike, you gain a bonus to the damage roll equal to half of your wisdom modifier
° You have resistance to bludgeoning, piercing, and slashing damage.
While raging, you can cast spells, but you can't concentrate on them.
Your rage ends at the end of your next turn. You can also end your rage whenever (no action required).
You can rage a number of times equal to your wisdom modifier and you regain all uses on a short rest.
At 17th level the bonus damage increases from half of your wisdom modifier to your entire wisdom modifier.
Violent Deflections
Replaces Deflect Attack
At sixth level, your calm demeanor during combat allows you to assess and control any situation at hand.
When an attack roll hits you and its damage includes Bludgeoning, Piercing, or Slashing damage, you can take a Reaction to reduce the attack’s total damage against you. The reduction equals 1d12 plus your Dexterity modifier and Monk level.
If you reduce the damage to 0, you can expend 1 Focus Point to redirect some of the attack’s force. If you do so, choose a creature you can see within 5 feet of yourself if the attack was a melee attack or a creature you can see within 60 feet of yourself that isn’t behind Total Cover if the attack was a ranged attack. That creature must succeed on a Dexterity saving throw. It takes damage equal to two rolls of your Martial Arts die plus your Dexterity modifier on a failed save, or half as much on a successful one. The damage is the same type dealt by the attack.
When you reach levels 10 and 15 in this class, the Damage Reduction increases by 1d12, and the damage you deal in return increases by one additional roll of your Martial Arts Die.
Uninterruptable Calm
At 11th level, your ever-furthering control of your anger and your emotions grants you the following benefits:
° You have resistance to Psychic damage.
° While you aren't raging, you gain a bonus to your Intelligence, Wisdom, and Charisma saving throws equal to half of your Wisdom modifier.
° While you are raging, you are immune to spells and effects that control you, such as Charm Person, Dominate Person or a ghost's Possession ability.
Fury-Fueled Flurry
At 17th level you're calm enough in battle to spot an enemy's weakness, but infuriated enough to go all-out when striking them. You score critical hits on a roll of 19-20 on the d20. Additionally, Whenever you roll a 19 or a 20 on an attack roll granted by this ability or your "flurry of blows" ability, you can make one additional attack with a Monk weapon or unarmed strike. This ability cannot grant you more than three additional attacks per turn.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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2/26/2025 10:12:13 AM
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39
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25
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1.4 (2024)
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Coming Soon
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