Base Class: Monk
Monks who focus on maintaining a steady combo of attacks through fast acrobatic movements. Inspired by the Batman Arkham games.
Level 3: Combo Meter
Every time you land an attack, you fill your combo meter and gain a stackable +1 to attack rolls. You also add half your combo meter (rounded down) to your armor class. This combo meter goes no higher than your proficiency bonus. When you miss an attack, your combo decreases by 2. Your combo resets if you don't make any attacks in a turn or if you are made incapacitated or knocked prone.
Level 3: Chain Attack
After hitting a creature with your attack, you can spend a focus point to leap to another creature within 15ft, without provoking opportunity attacks, and make an unarmed strike. This movement counts as part of your movement for the turn.
Level 6: Finisher
If 2 of your attacks hit during a flurry of blows, you can perform a finisher. You force the creature to make a strength saving throw against your focus point DC. On a fail, they take damage equal to two of your martial arts die and are knocked prone. They take half damage on a success.
Level 11: Power Attack
On a hit, with a combo of 4 or more, you can reset your combo and attempt a stunning strike without using a focus point.
Level 17: Unbreakable Flow
Chain attack no longer costs movement, and once per turn, missing an attack does not decrease your combo.
Previous Versions
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10/23/2026 12:33:16 AM
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Coming Soon
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