Monk
Base Class: Monk

Meditation, inner peace, all useless. What’s the point of inner peace if your enemies still mock your existence? So instead you have taken your fate into your own hands. No need to study thousand year old techniques, instead you will fight with your own strength, your own skill, as a street figher, a boxer, anything that you desire.

Level 3: Trained Body

Starting at 3rd level, you while not wearing armor or using a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier. In addition you can choose to use your Constitution modifier, instead of Wisdom, when calculating your ki save DC.

You also gain proficiency in athletics if you don’t have it already.

Guard Stance

Starting at 3rd level you can use a bonus action to use 1 ki point to increase your AC by 2. You can choose to spend 2 ki points to also become resistant to bludgeoning, slashing, or piercing damage until the start of your next turn. But you cannot make an opportunity attack if an enemy leaves your range while in this stance.

Jab

Starting at 3rd level you can use your bonus action to use 1 ki point to make a jab attack, this attack gives you an extra die to use when rolling damage and gives you advantage on your next attack .

Roll and Sting

Starting at 6th level you gain access to these features.

     Counter Attack: When you are in your guard stance and an attack within 5 ft misses you, you can use a reaction to make an attack roll against the enemy dealing an additional +5 damage. If you used parry to cause the attack to miss you, it does not cost a reaction if you expend 1 additional ki point.

     Parry: As a reaction you can expend 2 ki point to increase your AC equal to your proficiency bonus in order to potentially have an attack miss you.

     Ground and Pound: Whenever you make your way over to a creature who is prone you can use a ki point to mount the target as a bonus action. When you are in this state you deal an additional 1d4 bludgeoning damage. You can spend further ki points to increase the die amount by 1 for every ki point used. This maxes out at 4 times. You cannot be in guard stance.

       Liver Shot: Using 3 ki points as a bonus action you can force your enemy to make a constitution saving throw against your ki save DC or be knocked prone and must use three fourths of their movement speed to stand instead of half. Cannot be in guard stance.

Iron Jaw

Starting at 6th level you can, as a reaction, use 3 ki points to reroll a saving throw if you are faced with the effects of being incapacitated or stunned by any means.

Heavy Hitter

Starting at 11th level you gain access to these features.

       Uppercut: Using 3 ki points you land a shocking uppercut on your enemy, shaking their resolve, and causing them to make a wisdom saving throw or have disadvantage on their next sets of attacks until the end of your next turn. And due to their shaken state each attack that they make takes a 1d4 reduction to the damage the deal.

     Haymaker: Using 4 ki points You take a -8 penalty to your attack roll but if your attack connects then the creature must make a strength save against your ki save DC or be knocked back 5 ft and you also deal an additional die of damage plus three times your proficiency bonus. 

 In addition to this your attacks now deal critical damage on a roll of 19-20.

Honed Skills

At level 17, you have mastered the art of combat and are able to use the core of your martial arts without even thinking about them. You are able to use flurry of blows, step of the wind, patient defense and guard stance without expending ki points. You can also deal an additional die of damage into one blow for every stamina point you put into it to a maximum of 6 times.

In addition to this you now deal critical damage on a roll of 18-20 on a d20.

Previous Versions

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6/23/2025 11:41:19 PM
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