Monk
Base Class: Monk

The most unassuming creatures always tend to be the most dangerous, and the sea is fraught with dangers of all kinds, yet even the smallest creatures can be some of the most lethal, as evidenced by the numerous shrimp species, bearing weapons of incredible power packed into unassuming and small forms… monks of the way of the caridea are often laughed at for their choice to mimic such tiny beasts… yet they never underestimate them twice.

Level 3: Form of The Shrimp

At 3rd level, you begin to mimic the natural form and stance of a shrimp, you gain a swim speed equal to your walking speed, and become able to hold your breath for up to 1 hour as you become naturally accustomed to water.

Your vision also becomes enhanced, seeing colours you have never seen before, you gain 30 feet of dark vision if you did not already have it, you also gain advantage on perception checks related to vision.

Level 3: Mantis Punch

 Starting at 3rd level, you can channel the devastating power of the Mantis Shrimp into a devastating blow. As an action, make a single unarmed strike against a target within range, this strike deals bludgeoning damage and is equal to 3 rolls of your martial arts die. 

When you gain the extra attack feature, you deal an additional amount of thunder damage equal to 3 more rolls of your martial arts die, effects such as silence only grant resistance to this thunder damage, instead of immunity.

Level 6: Cracking blows

Starting at level 6, when you make a normal unarmed attack, your blows deal an additional 1d4 thunder damage when you hit, in addition, when you hit with an unarmed strike, you may spend ki points to force your target to make a strength saving throw, or be knocked back 5 feet per ki point you spend, up to a max of 6 ki points.

When you reach level 11 and level 17, your extra thunder damage increases to 1d6 and 1d8 respectively.

Bullet Punch

At level 11, you learn to strike so fast you split the air, as an action you may make a ranged spell attack at a target within 60 feet, this attack deals thunder damage equal to 3 of your martial arts die. In addition, after making this attack, you may spend one ki point to use this feature again as a bonus action.

Level 17: Snapping Strike

At level 17, you finally become capable of channeling the true speed of a shrimp, as an action you may choose a target within movement range of yourself that you are able to reach, and spend 5 ki points, instantly teleporting within 5 feet of your target and delivering a devastating snap strike, make a single unarmed strike, the damage of this attack is equal to the mantis punch feature, a successful hit with this attack should be treated as a crit for the purposes of damage rolls, as your speed catches your opponent off guard. 

when making the attack roll, on a natural crit you may increase the number of martial arts die used in this attack from 6 to 12, doubling them. in addition to the normal bonuses of a critical hit.

In addition, take 1d8 necrotic damage as your body recovers from such a sudden burst of movement, the self damage from this feature cannot be reduced.

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