Base Class: Monk
You are a puppeteer, a master in pulling the strings.
Level 3: Garotte
You gain proficiency with a new type of simple melee weapon, the garotte. A garotte may be any length of wire, rope, string, or similar material. A garotte deals 1d4 slashing damage, has the finesse and two-handed properties, and an additional special property.
Special. When attacking with a garotte, the wielder may spend 1 Focus Points to grapple the target on a hit - assuming the wielder is capable of grappling the target using standard rules. Attacks against the grappled creature have advantage as long as it is grappled by this weapon. While grappling a target like this, the garotte may not be used to attack. If you are disarmed, a creature grappled by the garotte is freed.
Level 6: All The World's A Stage
Gain a bonus to your Performance and Deception skills equal to your Wisdom modifier (minimum of 1). You also gain the ability to grapple any creature up to two sizes larger than you.
Level 6: Thread of Fate
As a reaction, force a creature within 30 feet of you to reroll any d20 test without disadvantage or advantage. You may use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 11: Marionette
As an action, choose one creature which you have grappled by spending 3 Focus Points. If that creature fails a Strength saving throw, they suffer the following effects. If they pass, they are unaffected.
The creature is no longer grappled by you. Instead, they may not willingly move more than 30 feet away from you - if you move further away, if you are moved further away from them against your will, or if they are moved further away from you against their will, the effect immediately ends. Immediately after your turn in combat, you may give the creature a command (no action required). The creature must do its best to follow your command by moving and then taking a single action or bonus action. The creature may still take its turn normally, and at its normal position in the initiative order.
At the end of each of its turns, the creature may make a Strength saving throw. On a success, the effect ends. Otherwise, the effect ends after a minute.
Level 17: The Finale
As a free action, begin your Finale. For 1 minute:
- Actions that cost Focus Points do not expend Focus Points.
- Gain an additional bonus action.
- Your movement speed is doubled.
- You may attempt to grapple creatures of any size, and you do not require a free hand to grapple a creature.
After the end of the Finale, you must spend your next turn bowing - you may not move or take actions or bonus actions on that turn. You may perform the Finale once per short or long rest.
Comments