Monk
Base Class: Monk

Monks of the Hammer and Nail tradition devote themselves towards harmonizing the weapon of the self with its environment. Practiced masters of this style find hidden lines of attack towards their opponents, springing off of objects and allies to get above defenses and meet their foes in mid-air collisions. The true potential of this tradition is more apparent with cooperating warriors, and sibling monks of this style are often found adventuring together.

Rising Hammer Hurl

When you take choose this tradition at 3rd level, you learn to redirect weight and momentum, allowing you to throw heavy objects and creatures. You gain the following benefits while you have at least one hand free:

  • As an action, you can hurl a grabbed creature or object, turning it into a ranged weapon attack with a range of 15/30. You make this attack with proficiency, and the damage increases with the weight of the thrown target. This attack is made against each target's AC, and on a hit the target takes bludgeoning damage as indicated on the Hurling Damage table. On a miss, the thrown target lands safely adjacent to the targeted space, and neither target takes damage.
  • As a bonus action, you can enter a braced stance that lasts until the start of your next turn. While in this stance, you can use your reaction to give a willing ally a boost, carefully hurling them up to 15 feet away, or up to 30 feet if they move at least 5 feet before reaching you. Successfully hurling an ally ends your braced stance.

You can only hurl a target of a weight up to your maximum carry weight (Your Strength score multiplied by 15, in lbs).

Flying Nail Vault

At 3rd level, you become proficient in vaulting from support to get above the defenses of your foes. You gain the following benefits while you have at least one hand free:

  • As a bonus action after moving 5 feet in your turn, you can vault off of a target within reach, throwing yourself up to 15 feet in a straight line. The target can be a willing ally, object, or a wall, so long as it is within one size range of yourself (IE. small, medium, and large, if you are medium sized).
  • Whenever you fall or vault at least 5 feet on your turn, you gain advantage on your first attack or grapple check that turn.
  • The first time you hit with a melee weapon attack with advantage during your turn, you can spend your bonus action to deal an extra 1d6 damage of the weapon’s type.

Percussive Rhythm

At 6th level, your practice of the way of the Hammer and Nail improves one of the class features of your choice.

Bounding Nail Strike

Your ability to reduce damage with Slow Fall is weaponized. As a reaction to taking falling damage, you can attempt an unarmed strike on a creature in reach. On a successful hit you slam the creature into the ground, causing it to take the falling damage instead.

This attack fails if you attempt to redirect an amount of damage greater than five times your monk level, causing you to take the damage as normal.

Hammer Volley

Your ability to Deflect Missiles is improved. As a reaction to being hit by a ranged attack, ranged spell attack, or when you are the direct target of a damaging spell that prompts a Dexterity saving throw, you can spend 2 ki points to attempt a hammer volley. Make a melee weapon attack with a DC of 15. On a success, the attack or spell does not damage you, and you pick a new target for it within 30 feet.

If you use Hammer Volley on an effect made by an ally, the dice class of its damage increases by one (1d6 becomes 1d8, and so on).

Once the Hammer, Again the Nail

At 11th level, the divergent teachings of the Hammer and Nail come together. You learn either Hammer Volley or Bounding Nail Strike, whichever you did not choose at 6th level.

Bounding Nail Strike

Your ability to reduce damage with Slow Fall is weaponized. As a reaction to taking falling damage, you can attempt an unarmed strike on a creature in reach. On a successful hit you slam the creature into the ground, causing it to take the falling damage instead.

This attack fails if you attempt to redirect an amount of damage greater than five times your monk level, causing you to take the damage as normal.

Hammer Volley

Your ability to Deflect Missiles is improved. As a reaction to being hit by a ranged attack, ranged spell attack, or when you are the direct target of a damaging spell that prompts a Dexterity saving throw, you can spend 2 ki points to attempt a hammer volley. Make a melee weapon attack with a DC of 15. On a success, the attack or spell does not damage you, and you pick a new target for it within 30 feet.

If you use Hammer Volley on an effect made by an ally, the dice class of its damage increases by one (1d6 becomes 1d8, and so on).

Harmony of Blows

At 17th level, your hands find themselves where they need to be without effort. You can take one additional bonus action or reaction during each of your turns.

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