Monk
Base Class: Monk

The Way of the Opportunist improvises with what is at hand. They don't have any formal training, and are self taught, usually by making poor decisions and ending up on the wrong end of brawls. They effectively utilize improvised weapons, from a bear trap to a beer stein, to throw their opponents off guard and capitalize on the awkwardness and unpredictability of the weapons.

Path of the Opportunist

When you chose this tradition at 3rd level, your practice in tactical improvisation begins to coalesce into something more coherent than random brawling. This path includes toughening your body internally and externally. You gain the following benefits.

Improvised Weapons. Your fluent improvisation grants your proficiency with all improvised weapons that lack the heavy property. Improvised weapons also count as Monk weapons for you.

Awkward Nature. The awkward nature of utilizing random objects makes your fighting style entirely unpredictable. While wielding an improvised weapon and not incapacitated, you gain a +1 bonus to your unarmored defense AC.

Unlimited Ammuntion. Your ability to improvise effectively allows you to throw things with great force. When you make an attack with an improvised weapon (ranged or melee), you may use a bonus action to make a ranged attack roll with your current weapon, or anything else readily available. This ability can also be used with your Flurry of Blows.

Experimental Substances. Your improvisation does not end on the battlefield. You gain proficiency in alchemist’s tools or cooking supplies. Additionally, your experimentation results in being hardier. You gain an additional 1 hit point each time you gain a level in this class.

Spread of Chaos

At 6 level, you gain the ability to shape your ki into your improvised weapons, granting you the following benefits.

Magic Weapons. Your attacks with your improvised weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You may also spend a long rest to convert a weapon’s magical ability (+1, or equivalent only) into a set of gloves that apply to your improvised weapons.

Chaotic Strike. When you hit a target with an improvised melee weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Strength or Dexterity modifier. The target must succeed on a Strength Saving Throw {{spelldcwis}} You can use this feature only once on each of your turns.

Opportunity Knocks

At 11 level, you gain the ability to further augment your use of improvised weapons. You may now transfer any enchantment (that you meet the attunement requirements of) to a set of gloves. Additionally, when you roll initiative, you may spend 2 ki points to grant yourself advantage on the roll. If you choose to do so, you are not considered to be surprised should that condition otherwise apply.

Master of Chaos

At 17 level, you are able to turn misfortune into an advantage. When you miss with a melee attack using an improvised weapon, you channel the unwieldy motion of the blow to drive your foe off balance. For each attack that misses, an equal number of attack rolls for you and your allies have advantage, to a maximum of your Wisdom modifier.

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