Monk
Base Class: Monk

At 3rd level you chose a fighting archetype and gain benefits. When you reach 7th, 10th, and 15th level you gain additional benefits.

  • Rushdown - This archetype focuses on overwhelming offense applying pressure at the cost of survivability.

    • 3rd level Close the Gap - If you move at least 10 feet toward a creature your next melee attack against them is with advantage.
    • 7th level Combo Breaker - When a creature within 30ft attacks you can use your reaction to expend a focus point to move to them and use the flurry of blows feature.
    • 10th level Glancing Blow - When you miss melee attack roll, you can expend a focus point to reroll the attack and you must use the new roll, can only use this feature once per turn.
    • 15th level Sparkling Finish - When you land four or more unarmed or weapon attacks on a creature in the same round of combat the creature must make a Dex saving throw. On a failed save, the creature take force damage equal to five rolls of your Martial Arts die and is stunned until the start of your next turn. On a success, the creature take half damage and is not stunned.
  • Grappler - This archetype focuses on disabling single foes and disrupting waves of enemies.

    • 3rd level Pinching Grasp - When a creature is grappled by you, on the start of their turn take bludgeoning damage equal to a roll of your Martial Arts die.
    • 7th level Meat Shield - While you have a creature grappled you have a +2 to your armor class. Additionally, when you use the deflect attacks feature you can release a creature to further reduce the damage by half and the released creature takes half of the initial damage.
    • 10th level Constrictor Carry - When a creature ends its turn grappled by you they are now restrained by you instead. Additionally, all feature that effect grappled creatures also effect that creature.
    • 15th level Back Breaker - When you land four or more unarmed or weapon attacks on a creature with the grappled condition that creatures movement speed is reduced to 0 and gain one point of exhaustion.
  • Zoner - This archetype focuses on controlling moving and weaving in ranged and melee attacks.

    • 3rd level Sidearm - Ranged weapon without the two-handed properties now count as monk weapons.
    • 7th level Wavedash - When you use the step of the wind can make a number of ranged weapon attacks equal to half your proficiency rounded up.
    • 10th level Push and Pull - When you hit a creature with a ranged attack you can choose to push or pull a creature 5ft. Additionally, once per turn if you pull a creature within 5ft of you, you can make an unarmed strike.
    • 15th level Multi Shot - When you use the furry of blow feature you can use a ranged monk weapon instead of unarmed strikes.
  • Puppeteer - This archetype focuses on being tagging out between allies and ganging up on foes.

    • 3rd level Seeing Double - When you have an ally with 5ft of you and you land and unarmed strike or weapon attack you can forgo your next attack and let you ally attack instead.
    • 7th level Tag out - When you use the patient defense feature you and swap space with a willing creature within 30ft and at the start of your next turn you swap back with that creature.
    • 10th level Fatal Imitation - When an ally reduces a creature to 0 hit points within 30ft of you can make an opportunity attack against a creature within range.
    • 15th level Bully Ball - When a creature is hit three or more time on your turn you expend 4 focus points to cause a number of willing creatures equal half your proficiency bonus within 15ft of you to move toward that creature and attack them.

Level 6: C-C-C-Combo

When you hit a creature with an attack roll twice on your turn, attacks against that creature until the start your next turn do additional damage equal to your proficiency bonus. This effect ends early when you miss an attack roll against that creature.

Level 11: Wake Up Special

When you are reduce to 0 hit points can expend 3 ki points to use Flurry of Blows. Each successful attack count as a success on your death saves. If you land all three blows regain a number of hit points equal to your monk level.

Level 17: Limit Break

When you start your turn with less than half your hit points you expend a hit die to enter into a Limit Break until the start of your next turn. While in Limit Break you receive the following benefits:

Crit Fisher - Your attacks score a critical on a 19 or 20. Additionally, once per turn when you critical hit against a creature you make an additional unarmed strike with advantage against that creature.

Extended Combo - When you reduce a creature effected by C-C-C-Combo to 0 hit points can transfer the effect to a creature within 30 ft of you.

Recovery Frame - If you took no damage on previous turn you gain hit points equal to two rolls of your Martial Arts die.

Mugen Fighter Archetype

  • Rushdown - This archetype focuses on overwhelming offense applying pressure at the cost of survivability. 
    • 3rd level Close the Gap - If you move at least 10 feet toward a creature your next melee attack against them is with advantage.
    • 7th level Combo Breaker - When a creature within 30ft attacks you can use your reaction to expend a focus point to move to them and use the flurry of blows feature.
    • 10th level Glancing Blow - When you miss melee attack roll, you can expend a focus point to reroll the attack and you must use the new roll, can only use this feature once per turn.
    • 15th level Sparkling Finish - When you land four or more unarmed or weapon attacks on a creature in the same round of combat the creature must make a Dex saving throw. On a failed save, the creature take force damage equal to five rolls of your Martial Arts die and is stunned until the start of your next turn. On a success, the creature take half damage and is not stunned.
  • Grappler - This archetype focuses on disabling single foes and disrupting waves of enemies.

    • 3rd level Pinching Grasp - When a creature is grappled by you, on the start of their turn take bludgeoning damage equal to a roll of your Martial Arts die.

    •  

      7th level Meat Shield - While you have a creature grappled you have a +2 to your armor class. Additionally, when you use the deflect attacks feature you can release a creature to further reduce the damage by half and the released creature takes half of the initial damage.
    • 10th level Constrictor Carry - When a creature ends its turn grappled by you they are now restrained by you instead. Additionally, all feature that effect grappled creatures also effect that creature.
    • 15th level Back Breaker - When you land four or more unarmed or weapon attacks on a creature with the grappled condition that creatures movement speed is reduced to 0 and gain one point of exhaustion.
  • Zoner - This archetype focuses on controlling moving and weaving in ranged and melee attacks.

    • 3rd level Sidearm - Ranged weapon without the two-handed properties now count as monk weapons.
    • 7th level Wavedash - When you use the step of the wind can make a number of ranged weapon attacks equal to half your proficiency rounded up.
    • 10th level Push and Pull - When you hit a creature with a ranged attack you can choose to push or pull a creature 5ft. Additionally, once per turn if you pull a creature within 5ft of you, you can make an unarmed strike.
    • 15th level Multi Shot - When you use the furry of blow feature you can use a ranged monk weapon instead of unarmed strikes.
  • Puppeteer - This archetype focuses on being tagging out between allies and ganging up on foes.

    • 3rd level Seeing Double - When you have an ally with 5ft of you and you land and unarmed strike or weapon attack you can forgo your next attack and let you ally attack instead.
    • 7th level Tag out - When you use the patient defense feature you and swap space with a willing creature within 30ft and at the start of your next turn you swap back with that creature.
    • 10th level Fatal Imitation - When an ally reduces a creature to 0 hit points within 30ft of you can make an opportunity attack against a creature within range.
    • 15th level Bully Ball - When a creature is hit three or more time on your turn you expend 4 focus points to cause a number of willing creatures equal half your proficiency bonus within 15ft of you to move toward that creature and attack them.
Grappler

Grappler - This archetype focuses on disabling single foes and disrupting waves of enemies.
- 3rd level Pinching Grasp - When a creature is grappled by you, on the start of their turn take bludgeoning damage equal to a roll of your Martial Arts die.
- 7th level Meat Shield - While you have a creature grappled you have a +2 to your armor class. Additionally, when you use the deflect attacks feature you can release a creature to further reduce the damage by half and the released creature takes half of the initial damage.
- 10th level Constrictor Carry - When a creature ends its turn grappled by you they are now restrained by you instead. Additionally, all feature that effect grappled creatures also effect that creature.
- 15th level Back Breaker - When you land four or more unarmed or weapon attacks on a creature with the grappled condition that creatures movement speed is reduced to 0 and gain one point of exhaustion.

Puppeteer

Puppeteer - This archetype focuses on being tagging out between allies and ganging up on foes.

  • 3rd level Seeing Double - When you have an ally with 5ft of you and you land and unarmed strike or weapon attack you can forgo your next attack and let you ally attack instead.
  • 7th level Tag out - When you use the patient defense feature you and swap space with a willing creature within 30ft and at the start of your next turn you swap back with that creature.
  • 10th level Fatal Imitation - When an ally reduces a creature to 0 hit points within 30ft of you can make an opportunity attack against a creature within range.
  •  15th level Bully Ball - When a creature is hit three or more time on your turn you expend 4 focus points to cause a number of willing creatures equal half your proficiency bonus within 15ft of you to move toward that creature and attack them.

Rushdown

Rushdown - This archetype focuses on overwhelming offense applying pressure at the cost of survivability.

  • 3rd level Close the Gap - If you move at least 10 feet toward a creature your next melee attack against them is with advantage.
  • 7th level Combo Breaker - When a creature within 30ft attacks you can use your reaction to expend a focus point to move to them and use the flurry of blows feature.
  • 10th level Glancing Blow - When you miss melee attack roll, you can expend a focus point to reroll the attack and you must use the new roll, can only use this feature once per turn.
  • 15th level Sparkling Finish - When you land four or more unarmed or weapon attacks on a creature in the same round of combat the creature must make a Dex saving throw. On a failed save, the creature take force damage equal to five rolls of your Martial Arts die and is stunned until the start of your next turn. On a success, the creature take half damage and is not stunned.

Zoner

Zoner - This archetype focuses on controlling moving and weaving in ranged and melee attacks.

  • 3rd level Sidearm - Ranged weapon without the two-handed properties now count as monk weapons.
  • 7th level Wavedash - When you use the step of the wind can make a number of ranged weapon attacks equal to half your proficiency rounded up.
  • 10th level Push and Pull - When you hit a creature with a ranged attack you can choose to push or pull a creature 5ft. Additionally, once per turn if you pull a creature within 5ft of you, you can make an unarmed strike.
  •  15th level Multi Shot - When you use the furry of blow feature you can use a ranged monk weapon instead of unarmed strikes.

Level 6: Level 6: C-C-C-Combo

When you hit a creature with an attack roll twice on your turn, attacks against that creature until the start your next turn do additional damage equal to your proficiency bonus. This effect ends early when you miss an attack roll against that creature.

Level 11: Wake Up Special

When you are reduce to 0 hit points can expend 3 ki points to use Flurry of Blows. Each successful attack count as a success on your death saves. If you land all three blows regain a number of hit points equal to your monk level.

Level 17: Limit Break

When you start your turn with less than half your hit points you expend a hit die to enter into a Limit Break until the start of your next turn. While in Limit Break you receive the following benefits:

Crit Fisher - Your attacks score a critical on a 19 or 20. Additionally, once per turn when you critical hit against a creature you make an additional unarmed strike with advantage against that creature.

Extended Combo - When you reduce a creature effected by C-C-C-Combo to 0 hit points can transfer the effect to a creature within 30 ft of you.

Recovery Frame - If you took no damage on previous turn you gain hit points equal to two rolls of your Martial Arts die.

Crit Fisher

Your attacks score a critical on a 19 or 20. Additionally, once per turn when you critical hit against a creature you make an additional unarmed strike with advantage against that creature.

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