Base Class: Monk
The monks of this tradition, better known as Monkey Style, studied the techniques, strategies, forms, and attributes of monkeys, applying their fundamentals to martial arts. Monks of this style don't go around swinging from trees, as their goal isn't simply to imitate the animal, but to use it as inspiration for their techniques. This is an acrobatic and mischievous style, with movements full of somersaults, spins, jumps, feints, posture changes, and the like, sometimes appearing playful. Monkey Style is about being cunning, unpredictable, and devious, a poison to your opponent, striking quickly, deadly, and even diabolically. Practitioners of this style seek to deceive their opponent as to the true intentions of their movements, providing the opportunity to strike (usually with fingers, fists, palms, elbows, or feet) sensitive points such as the nose, cheeks, throat, groin, genitals, back of the knee, and eyes.
Level 3: Monkey Implements
Your training has taught you to be unpredictable, employing dishonesty and acrobatic movements. You gain proficiency in the Acrobatics and Deception skills. You can use your Wisdom modifier instead of Charisma on Deception skill checks.
Level 3: Monkey Style Adept
You fight with cunning and guile to deceive and harm your opponent. When you hit a creature with an unarmed strike or a monk weapon, you can spend 1 ki point and choose one of the following effects:
- You immediately move up to 10 feet away from the target without provoking attacks of opportunity.
- The target's speed is reduced by 10 feet until the start of your next turn.
- The target must make a Dexterity saving throw. If it fails and is up to one size category larger than you, you and the target switch places. You can't switch positions if your previous position doesn't have enough room to accommodate the target (and vice versa) or if there's a barrier preventing movement (such as a doorway too narrow for a large target, for example). This switch doesn't provoke attacks of opportunity against you or the target.
- The target has disadvantage on the next attack roll it makes before the end of your next turn.
- The target makes a Constitution saving throw; on a failed save, the target is unable to speak or cast spells with a verbal component until the end of your next turn.
You can use one of the effects on one of the attacks guaranteed by your Flurry of Blows without spending the ki point for the effect.
Additionally, once per turn, when you miss an attack roll against a creature, you can make a Wisdom (Deception) check opposed by the target's Wisdom (Insight) check. If you succeed, the miss becomes a hit.
Level 6: Close Call
Your cunning, quick thinking, and unexpected monkey-like movements allow you to prevent your opponent from landing a powerful blow, allowing you to capitalize on potential counterattack openings. When a creature would make an attack roll with advantage or score a critical hit against you, you can spend 1 ki point as a reaction to make a Dexterity (Acrobatics) or Wisdom (Deception) check against the attacker's Wisdom (Insight) check. If you win, the advantage or critical hit is canceled, becoming a normal attack, and the attacker cannot attack you with advantage or score a critical hit against you until the end of your next turn. In the case of advantage, you must declare the reaction before the d20 is rolled, and if the attack misses, you gain advantage on your next attack roll against the attacker before the end of your next turn. In the case of a critical hit, the reaction must be declared after seeing the result, but before any consequences of the attack are applied.
Level 6: Born Improviser
Your ability to surprise your opponent is even better. When you hit a creature with an attack thanks to a successful Wisdom (Deception) check, you can apply one of the special effects of the Monkey Style Adept you gained at 3rd level without spending a ki point.
Level 11: Merciless Attacker
The monkey mercilessly attacks its opponent's weak points and takes advantage of their disadvantage. When you hit a creature with an unarmed strike or a monk weapon, you can spend 2 ki points to force the target to make a Dexterity saving throw. On a failed save, the target is blinded or deafened (your choice) for 1 minute. If the attack was a critical hit, the target has disadvantage on the saving throw. The target or another creature can use its action to make a Wisdom (Medicine) check against the DC of your ki abilities; the target's blindness or deafness ends prematurely on a successful one.
Additionally, your unarmed and monk weapon attacks against a creature with a condition (exhausted, blinded, stunned, prone, etc.) have a damage bonus equal to your Wisdom modifier (same damage type of the weapon or unarmed) and cannot be rolled with disadvantage. Your Wisdom modifier can also be added to the damage of an attack that hits thanks to a successful Wisdom (Deception) check.
Level 17: Trickster Reflections
By mastering Monkey Style, you've elevated its essence to a supernatural level. As a bonus action, you can spend 1 ki point to cast the Mirror Image spell. Wisdom is your spellcasting ability for this spell, and when you cast it this way, your illusory copies are playful and attempt to distract your opponents. The spell has the following modifications:
- Your copies can move, speak, and make other sounds differently from you, as if they were alive.
- During your turn, when you make an unarmed attack or attack with a monk weapon, you can move one of your copies to an unoccupied space within 5 feet of you. You can choose to move it before or after making the attack roll. The copy will remain in the designated position until you move it again, it is destroyed, or you move more than 5 feet away. In the latter case, all copies return to following you and remain in the same space as you. Your copies' movement does not provoke attacks of opportunity against them.
- When at least one of your copies is within 5 feet of a creature, you and your allies have advantage on attack rolls against that creature.
- For each of your active copies, you gain a 1d10 damage bonus to one of your unarmed strikes or monk weapon attacks during your turn. For example, with all three copies active, three of your attacks each deal an extra 1d10 damage. The extra damage is the same type as the unarmed strike or weapon.
Additionally, as an action during your turn while your Mirror Image spell is active or as a reaction when one of your copies is destroyed, you can spend 3 ki points to make a powerful, treacherous attack against each of a creature's sensitive points. You force a creature within range of your unarmed strikes to make a Dexterity saving throw. On a failed save, the target takes 10d10 magical bludgeoning damage and is stunned until the end of your next turn. On a success, the target takes half damage and is not stunned.
Previous Versions
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Coming Soon
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