Monk
Base Class: Monk

Monks who follow the Way of Egocentrism are performers first and warriors second. These individuals thrive on attention, showmanship, and an unwavering belief in their own superiority. They fight not just to win but to humiliate, belittle, and dazzle their opponents with flair and audacity. Masters of performance and combat alike, these monks embody arrogance as an art form, wielding their egos as effectively as their kicks and spirit swords.

Monks of the Way of Egocentrism thrive when the spotlight is on them. If they can goad their opponents into losing composure, they’ve already won. For them, every battle is a performance and every enemy is the gas to fuel their ego. The discipline that stems from this way comes out of obsession rather than pure discipline, sticking to the consistency of their training through nothing but their own desire to be the very best.

Show Off

At 3rd level, your martial arts technique is all about flare, pizzazz, and making your opponent feel belittled. You gain these following benefits

Flashy Kicks. While you have your arms crossed, and use ONLY your legs to kick, your attack rolls are made with your Performance skill check

Leg Parry. If you haven't used your arms or spirit sword in all of your Attack actions on your turn, and your arms are crossed, you prepare to deflect any incoming attacks. You gain a +2 bonus to AC until the start of your next turn.

Spirit Sword. You can freely conjure a spirit sword to use as a weapon. This weapon deals magical slashing damage and has 10ft of reach. The spirit sword deals 1d8 magical slashing damage. Turning your spirit sword on and off is a free action. 

Punk Methods. You gain expertise with performance 

Taunt

At 6th level, You gain access to the vicious mockery and shield spell. Each of these spells cost one focus point to cast. When casting vicious mockery, you can spend an additional focus point to roll a performance check of a DC equal to a creature's CR + their wisdom modifier. If you pass this DC, Those hit by vicious mockery will take an AC penalty of -2 and subtract 1d4 from their next saving throw after the end of your next turn.

Are you done talking yet?

When a creature spends more than thirty real life seconds talking in combat, you can take an opportunity attack to extend your spirit sword outwards of up to 60 feet. If the target is within 20 feet of you or less, you roll your attack roll with advantage. If a target is hit by this, they must roll a constitution saving throw or be knocked prone. 

In addition, you may take this as a reaction to a target casting a spell with verbal or somatic components. If your attack lands, the target must first roll the constitution save to determine if they would be knocked prone during the middle of their spell. In addition, if the spell requires concentration, then they must roll a concentration saving throw if they succeed the initial constitution saving throw before casting their spell.

Counter Stance

At 11th level, you up the ante by kicking some punks in the face when they try to show you up. When you assume the Kick Parry stance, you can spend 4 focus points to grant you the ability to make an opportunity attack on any creature that makes a melee weapon attack against you without the use of a reaction until the start of your next turn. 

Amour Propre

At 17th level, your theatrics reach their height as you decide to put on a massive display of your own overwhelming power and grandeur. You can expend 12 focus points to activate this. When you activate this, roll a reoccurring performance check at the beginning of every turn. The starting DC is 15 and increases by 5 every time your following turns arrive. When you fail the DC, your theatrics come to a close and your form ends. While your form is active, you gain the following benefits:

  • You can call forth two spirit swords when you pull them out. The spirit sword on your non dominant hand is considered an offhand weapon and they have the nick weapon master property during your theatrics duration
  • You can assume counter stance without having the leg parry up
  • Leg parry increases your AC by 4 instead of 2
  • When you use your talking interruption, you roll a contesting performance check with their contesting strength save instead of them rolling a prone save. On your success, your sword impales the target and they are considered grappled. In addition, you can move the target so long as you have a strength score allows you to lift the target. 
  • Gain a +2 on attack rolls not conducted by performance checks 
  • Gain a flight speed equal to your movement speed
  • Your taunt now imposes a d6 penalty to saving throws, -3 to their AC, and a d4 to skill checks
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