Monk
Base Class: Monk

A fledgling warrior is just that: someone who has recently undertaken training and self defense in an effort to combat a new threat, often interrupting what was a peaceful or reserved life. When forces like greed, bloodlust, or hatred invade the lives and homes of a people, their young and able-bodied are conscripted into combat training and weapons expertise that they may not have needed or even wanted. Followers of this path are often novice fighters, but adapt naturally to the ways of focused combat and monastic traditions.

Beginner's Luck

Starting at 3rd level, whenever you make an attack roll, an ability check, or a saving throw, you can spend a ki point to roll an additional d8. You can choose to use this ability after you roll the d20, but before the outcome is determined. Add the result of the d8 to the attack roll, ability check, or saving throw. You may only use this ability once for that attack roll, ability check, or saving throw.

Natural Instincts

Beginning at 3rd level, your highly sensitive instincts become focused with the aid of meditation and discipline. Your previous inquisitive nature allows you to notice key distinctions that would not have crossed your mind before you began your training. You gain the following abilities:

  •  When you roll initiative at the beginning of combat, you may choose to spend a ki point. If you do, before any other character or action happens, you may reposition yourself to a more strategically desirable spot on the battlefield. You may move up to half your speed without provoking opportunity attacks. 
  •  You may make insight checks with advantage to determine someone's aggressiveness toward you: benign, neutral, or hostile. This may change during interactions between you or characters aligned with you. 
  •  You become more adept at understanding skirmishes by inspecting the grounds afterwards. You gain advantage on Survival checks to determine if any struggle or combat took place in the last seven days in your immediate surroundings, and the DM will provide you with additional details regarding the nature and outcome of such a struggle.

Disruptive Strike

Beginning at 6th level, whenever a melee attack misses you, you may spend your reaction and 1 ki point to counter with an unarmed strike. If this strike hits, in addition to the damage dealt, you may move 10 feet in any direction except through the target's space without provoking opportunity attacks. Further, any creatures hit by this strike cannot use bonus actions until the end of their turn.

Insightful Defense

Beginning at 11th level, you gain the following features:

  •  You have advantage on saving throws against being frightened.
  •  Other characters make intimidation checks against you with disadvantage.
  •  When you use your Patient Defense feature, your armor class increases by 2 until you are hit by an attack or the end of your next turn, whichever comes first.

Inherent Focus

Beginning at 17th level, your unarmed strikes deal an additional 4d4 force damage.

Also at 17th level, when you use the Stunning Strike feature, targets hit by this strike make their constitution saving throw with disadvantage. A target that is stunned this way is stunned for three rounds, rather than the end of your next turn.

Previous Versions

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11/19/2019 4:37:11 PM
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