Monk
Base Class: Monk

The Warrior of the 1000 Foot Reach is unique among monk subclasses for they train rigorously to use reach weapons, even those with the heavy property, as they use them as an extension of their own limbs. Upon choosing this subclass, you may choose one weapon with the Heavy and Reach properties to count as a Monk weapon. You can use your Dexterity modifier for attack and damage.

Improved Critical

Your attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20. 

In addition, immediately after you score a Critical Hit, you can move up to half your Speed without provoking Opportunity Attacks. 

Great Shout

When you or a creature within 30 feet of you misses with an attack roll, you can expend 2 focus points and give that roll a +10 bonus, potentially causing it to hit. When you use this feature to benefit another creature’s attack roll, you must take a Reaction to do so. 

Level 3: Manipulate Elements

You know the Elementalism spell. Wisdom is your spellcasting ability for it.

Defensive tactics

As a master at studying an opponent’s Ki and battle tactics, you gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one. 

Escape the Horde 

Opportunity Attacks have Disadvantage against you. 

Multiattack Defense 

When a creature hits you with an attack roll, that creature has Disadvantage on all other attack rolls against you this turn. 

Level 6: Improved Great Shout

As a reaction you can spend 2 focus points to muster your focus to fuel your great shout to disrupt mind-influencing effects. If you or a creature within 30 feet of you fails a saving throw against an effect that applies the Charmed or Frightened condition, you can take a Reaction to give a great shout and cause the save to be rerolled, with Advantage. 

As an action you can also spend 2 focus points to force your shout out in a cone in front of you. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the one minute. 

Level 11: Reach of 1000 Feet

At the start of combat, during your turn, your reach is 10 feet greater with Unarmed Strikes and any melee weapon you can use. When you hit with such a weapon on your turn, you can activate the Push or Topple mastery property in addition to a different mastery property you’re using with that weapon.  

Superior Critical

Your attack rolls with weapons and Unarmed Strikes can now score a Critical Hit on a roll of 18–20 on the d20. In addition, whenever you score a Critical Hit you can immediately expend 1 Focus Point to make one extra attack with the same weapon or Unarmed strike. You may only use this additional feature once per turn. 

Level 6: Reflex Mastery

You have mastered reading the field of battle and are acutely aware of how to exploit an opponent's weaknesses. You can take two turns during the first round of any combat. You take your first turn at your normal Initiative and your second turn at your Initiative minus 10. 

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