Base Class: Monk
Inspired by the John Wick movies, in case the title didn’t give it away. Enjoy!
You’ve honed your body beyond the limits of the standard monk training. Your attacks are lethal and precise, combining experience and skill. Your movements are as calculated, as they are graceful. And your mind is able to focus your ki with deadly results.
Iron Fist
Your attacks are lethal and precise, combining experience and skill. You can also use just about anything as a weapon, adding your martial arts die to the damage.
- You add your proficiency bonus to the damage you do with unarmed strikes.
- You gain the Tavern Brawler feat.
- You also gain proficiency in either Acrobatics or Athletics, your choice.
Acrobatics
You gain proficiency in the Acrobatics skill.
Athletics
You gain proficiency in the Athletics skill.
Yielding Fist
Your discipline and training in unarmed combat has allowed you to gain insight into an opponent’s methods of attack. You have learned the ability to analyze their movement and attack style, to the point that you can predict how an opponent may attack next, allowing you to disarm them or use their attack against them.
- You also gain proficiency in the Insight skill, if you don’t already have it. Also, your training in the observation of your opponent and the ability to predict their movements, has allowed you to become an expert in this skill, giving you expertise in it.
Disarm
Your knowledge and study of armed fighting techniques has enabled you to circumvent an enemy’s defenses and attempt to disarm them.
- When an opponent uses the attack action against you to make a melee attack or a ranged attack within melee range, you can use your reaction to attempt to disarm them.
- You have advantage on an unarmed attack, using either Strength or Dexterity, your choice, against their ability to resist a grapple using Strength (Athletics) or Dexterity (Acrobatics), their choice. If you win, they are disarmed and have to spend an action to pick up their weapon.
- This maneuver does not provoke an attack of opportunity.
Evade Grapple
You’ve learned to yield your body when an opponent attempts to grapple or shove you. When an opponent attempts a grapple or shove maneuver against you, you have advantage on your check to resist the attack.
Precise Fist
You’ve honed your unarmed attacks to the point where they can pierce armor and flesh with ease. You’ve also learned how to blend in with your surroundings, seemingly able to disappear from sight.
- Once per turn, starting at 11th level, your unarmed attacks can do sneak attack damage (1d8), which increases as you level.
- Every two levels after 11th, your sneak attack damage increases by 1d8, to a total of 5d8 at 19th level.
Normal rules (see the Rogue class features) for doing sneak attack damage apply.
- You gain proficiency in the Stealth skill, if you don’t already have it. Your training in this area also allows you to become an expert, providing you with expertise in the skill.
Silent Fist
Your unarmed attacks have become so quick and precise, that you can harness your ki to the point where you can literally catch an opponent’s breath, rendering them speechless, or attack a third time.
- You can spend a ki point to enchant an unarmed attack to be able to render an opponent unable to speak, scream, or make any verbal sound at all until the end of your next turn. Healing magic of any kind cannot cancel this effect. You have to spend the ki point before you roll for the attack.
- You can spend a ki point to quicken your reflexes to the point where you are able to make a third unarmed attack at an opponent in melee range. Damage is calculated normally for an unarmed attack at the current class level.
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