Monk
Base Class: Monk

Not many people decide to go further than anyone should and work their body so much in pursuit of their game to train like a monk. But these so-called monks use a combination of baseball tactics and their monk training to become as efficient as possible in their game. 

The Way of the batter gain the ability to use their bat to reflect any projectile and defend effectively from range. This subclass also gains additional mobility and out of combat options to help their game.

 

Level 3: Crowd Dazzler

You have the innate ability to dazzle crowds and be able to push your body to do impressive feats. 

You gain proficiency in athletics and performance and can use wisdom in place of strength or charisma for those checks

Level 3: Batting & Pitching

You gain the magic stone cantrip and can use a great club in place of a sling when throwing a magic stone. The damage done by the magic stone cantrip also increases as you go further in this class to 1d8 at level 3, 2d8 at level 7, and 3d8 at level 15.

Level 3: Varying pitching

When throwing a magic stone created by the magic stone cantrip, you can learn a throw which adds additional effect:

-Fastball: You gain an additional 1d4(1d6 at level 7,1d8 at level 15) of damage and the range of your throw is multiplied by 2

-Knuckleball: You gain an additional increase to your attack rolls equal to your proficiency bonus 

-Curveball: You ignore half/quarter cover 

-Off speed pitch: The enemy gains disadvantage on their next attack roll against anybody but you during their next turn 

-Forkball: You push the enemy 5 feet away 

You can learn an additional throw at level 5 and level 11 and you are able to use combine the benefits of your throw whenever you use magic stone

Level 6: Batting attacks

Whenever you use your deflect attacks, you can now lower damage against you by 2d10 plus your dexterity modifier plus your monk level. The dice increases to 3d10 at level 11, and 4d10 at level 17.

Also, you can now use your deflect attacks on any ranged attacks and projectiles that cause saving throws. Plus, you are also now allowed to send an attack back at a creature of your choice if you are using your deflect attacks against a ranged attack regardless of if you lower the damage to zero or not. 

Level 6: Reflect Projectiles

While holding a great club, you can use 2 focus points to send back any damage meant for you to the attacker. Whenever you use deflect attacks against a ranged attack roll or ranged saving throw targeted against you, you can replace the damage from 2 rolls of your martial arts die to the damage dice that was supposed to hit you (sending an 8d6 fire damage fireball back at the caster). The enemy still makes their dexterity saving throw and the damage cannot deal any type of half damage if the target successes their roll. The roll can either use your dexterity modifier or the modifier the enemy used against you for their attack. If the original projectile can do splash damage, then the splash damage is centered around the creature you choose if it and if it hits, any enemies have to also roll a dexterity roll or take damage, this damage cannot do half damage. 

You can use this feature a number of times equal to your dexterity modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Level 11: Improved reflect projectiles

You are now able to quickly run after hitting a projectile successfully. You gain the effects of step of the wind for free until the end of your next turn if you deal damage using you reflect projectiles feature. Now you also gain the ability to deal half damage to any enemies that succeed their saving throw against your reflect projectiles feature if the projectile that is used can normally do half damage. 

Level 17: Ultimate Player

All strength checks and saving throws can now be done with your dexterity modifier instead of your strength modifier. 

You also now can do a critical hit with your great club monk weapon or magic stone cantrip on a 18,19, or 20. 

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