Monk
Base Class: Monk

Distort the fabric of reality to weaponize the absurd

Warriors of Wacky Wallops were blessed with bizarre knowledge. They learned to exist in the liminal space between the lucid and the imaginary, breaking free of the laws of physics and chains of logic that reality once forced upon them.

Level 3: Silly Symphonies

As a Bonus Action, or by replacing one of your attacks on your turn, you can spend 1 Focus Point to conjure a sentient, Toon version of any non-magical item (a Prop) for 10 minutes. You can spend 1 additional Focus Point per extra Prop to summon up to three simultaneously, and you can magically convert any active Prop into another non-magical item (no action required).

Each Prop occupies up to a 5-foot cube and shares your Speed, saving throw modifiers, and skill modifiers. Its Armor Class equals your Focus save DC, and its Hit Points equal 15 plus five times your Monk level. Props do not count against your carrying capacity, cannot be sold, and can be wielded by you or each other as Monk Weapons (5-foot reach; 20/60-foot thrown range), dealing Bludgeoning, Piercing, or Slashing damage based on appearance, or Psychic damage otherwise. Additionally, food Props can be consumed as daily rations (destroying the Prop), and wearing summoned clothing grants Disadvantage on Dexterity (Stealth) and Charisma (Deception) checks. Finally, if you become Incapacitated or Unconscious, all active Props immediately stop their actions and form a protective shield around you, converting their remaining Hit Points into Temporary Hit Points for your character. 

Props obey your commands within 30 feet. They have a 5-foot reach (10 feet when making a melee attack). When you take the Attack action or use Flurry of Blows, you can replace one attack to command any unused Props to move up to their Speed or Throw another Prop, and take one of the following actions:

  • Aggro: A target within 30 feet must make a Wisdom saving throw against your Focus save DC. On a failed save, it has Disadvantage on attack rolls against targets other than the Prop until the end of your next turn. This ends early if the Prop is Incapacitated or the target can no longer see or hear it.
  • Help: The Prop takes the Help action.
  • Strike: A target within reach must make a Dexterity saving throw, taking no damage on a successful save. On a failed save, they take damage based on your total active Props: 1 Martial Arts die (one Prop); 1 Martial Arts die plus your Dexterity modifier (two Props); or 1 Martial Arts die plus your Dexterity modifier and your Wisdom modifier (three Props).
  • Steal (Requires 2+ Props): The Prop makes a Dexterity (Sleight of Hand) check with Advantage against a target's Passive Perception to steal an unheld small object. If you have three active Props, add your Proficiency Bonus to the check (or double it if you are already proficient). 
  • Detonate (Requires 3 Props): You sacrifice two Props to detonate the third, destroying it. Creatures in a Sphere centered on the detonated Prop must make a Dexterity saving throw. A creature takes 3 Martial Arts dice of damage on a failed save, or half as much damage on a successful one. The Sphere's radius equals your reach plus 5 feet. At Monk levels 6, 11, and 17, the radius increases by 5 feet and the damage increases by 1 Martial Arts die.

All Props dissipate when the 10-minute duration ends, and the feature ends early if all active Props are destroyed. If a Prop is destroyed or sacrificed, you must spend 1 Focus Point to restore it to full Hit Points or summon a replacement.

Level 6: Speed Demon

Wheel o’ feet. You can spend 1 Focus Point when making a dash to ignore difficult terrain, and magic can neither reduce your speed nor cause you to be Paralyzed or Restrained until the end of your turn.

You leave a cloud of smoke shaped like your silhouette in your starting 5-foot space that becomes Heavily Obscured until the start of your next turn.

Rapid-Fire Fisticuffs. Once per turn when you hit a creature with an Unarmed Strike, you can spend 1 Focus Point to immediately make two additional attacks against that target. On a hit, an additional attack deals damage equal to your Dexterity modifier.

Level 11: Super Mode

As a Bonus Action, or by replacing one attack when you take the Attack action on your turn, you can spend 1 Focus Point to manifest a costume that gives you unique benefits for 10 minutes. You can wear only one costume at a time. If you are already proficient in a skill or tool granted by a costume, you instead gain Expertise with it for the duration.

  • The Strongman: Your hands inflate to large proportions, you don a strongman's outfit, your Monk weapons and Unarmed Strikes deal an additional 1d4 damage, you add your Wisdom modifier (min +1) to Strength checks and saves, Improvised Weapons count as Monk Weapons, you can Grapple and Shove targets of any size regardless of your size category, and when you force a creature to make a saving throw to resist your Grapple or Shove, you can use your Focus Save DC instead. 
  • The Chef: You don a chef's outfit and gain proficiency with Cook’s Utensils, Brewer’s Supplies, and Survival. You can spend 1 Focus Point and 1 minute to prepare a feast for a number of willing creatures equal to your Wisdom modifier (minimum of 1). Any creature that eats it gains Temporary Hit Points equal to one roll of your Martial Arts die + your Wisdom modifier, and gains Advantage on Constitution checks and saving throws against Exhaustion for 1 hour. Eating this feast also counts as a full day's food and water for the creatures consuming it.
  • The Doctor: You don a physician's outfit and gain proficiency with Herbalist's Kits and Medicine. Once per turn, when you take the Attack Action or use Flurry of Blows, you can spend 1 Focus Point to replace one of your attacks to touch a creature and restore Hit Points equal to one roll of your Martial Arts die + your Wisdom modifier, or end one of the following conditions on it: Blinded, Deafened, Paralyzed, Poisoned, or Frightened. Alternatively, once per turn, you can spend 3 Focus Points when replacing an attack to instead end the Stunned or Petrified condition on the target, or reduce its Exhaustion level by 1.
  • The Detective: You don a detective's outfit, gain proficiency in Insight and Investigation, and you gain Blindsight out to 15 feet.
  • The Femme Fatale: You turn feminine; don an arousing outfit; and gain proficiency in Persuasion and Deception. As an Action, you can spend 1 Focus Point to blow a kiss at a creature within 30 feet. The target must succeed on a Wisdom saving throw against your Focus Save DC or be Charmed and Incapacitated until the start of your next turn or if the target takes any damage.
  • The Mobster: You don a shady outfit, your size becomes Large, and you gain Advantage on Intimidation checks. Additionally, while wearing this costume, you can spend 3 Focus Points (no action required) to manifest a frightening aura for the costume's duration. Any enemy that starts its turn within 10 feet of you must succeed on a Wisdom saving throw against your Focus Save DC or be Frightened of you until the start of its next turn. Once a creature succeeds on this saving throw, it is immune to your Mobster aura for 24 hours.

Level 17: Slapstick

Drawing Board. As an Action or a Bonus Action, you can spend 3 Focus Points to magically alter a non-magical object or a 10-foot cube of non-magical terrain within your reach. You can draw, erase, mold, peel, or add visible elements onto a target. The alteration lasts for 1 hour, after which the target snaps back to its original state. If an alteration or erasure would normally cause a structure, object, or terrain feature to collapse, fall, or lose structural integrity, it remains suspended for the duration as if nothing changed. It does not crumble or cave in.
Objects, systems, or environmental flows altered this way lose their functional properties for the duration if necessary components are erased, but their functions are restored without any consequences upon being snapped back into its original state.
If the target is an object worn or carried by an unwilling creature, that creature can make a Charisma saving throw against your Focus Save DC, preventing the alteration on a success.

Punchline. Once a turn, when you hit a creature with an Unarmed Strike or a Monk weapon, you can spend 3 Focus Points to magically distort the target. The target takes extra Force damage equal to 7 of your Martial Arts dice. For every two attacks you have successfully landed this turn (including the triggering attack), the distortion deals an additional roll of your Martial Arts die. The target must then succeed on a Charisma saving throw against your Focus Save DC. On a successful save: It takes half damage and suffers no other effects. On a failed save: It takes full damage, its speed is halved, and it can take no Reactions until the end of its next turn as it is distorted.

Previous Versions

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8/1/2026 3:50:06 AM
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Warrior Of The Wacky Walloping Image

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