Monk
Base Class: Monk

The heat. The sweat. The roar of the crowd. The taste of your own blood. The victory. The spectacle.

While many see boxing as a primal sport for ruffians and thugs and those too unrefined to be considered true fighters. However, those who study the Way of the Gloved Fist know that boxing is far more methodical than they are given credit. It is not enough to simply hit hard like other fighters and barbarians, nor is it enough to hide and rely on being unseen like rogues and rangers, nor is it enough to rely on otherworldly magics and mystical powers like sorcerers and other magic users. A true fighter must know when to be aggressive and when to be defensive, when to attack and when to refrain and wait for opportunities. Masters of the Way of the Gloved fist are able to increase their defensive capabilities with no cost to their offensive ones, utilising their ki channeling abilities alongside their innate strength, these fighters are left undefeated at the tops of their games.

Stance

In place of an attack, you can assume a Defensive Stance gaining different abilities while in your defensive stance and outside it. If you attack in any fashion, you automatically switch back to your Offensive Stance after the attack. You do not gain Offensive Stance bonuses or abilities while in Defensive Stance and vice versa.

Offensive Stance
When you make an attack, you can spend 1 ki point to cause the attack to be a feint  attack instead, dealing no damage and causing the target to become Off Balance, granting the next attack against the target to have advantage until the end of your next turn.

Defensive Stance
Increase your AC by your proficiency bonus.
If an enemy attack misses you, you can use your reaction to trip or otherwise push the target, forcing them to make a Dexterity saving throw. On a failure, the target is knocked prone and you can move the target up to 5ft in any direction. On a successful save, the target is not pushed or knocked prone. A creature larger than Large automatically succeeds their saving throw. If the target is still within range, you can spend 1 Ki point to make an attack of opportunity on the target.

Bob and Weave

At 6th level, you gain added effects depending on which stance you are in.

Offensive Stance
When you attack a target, you can move up to 5ft before attacking. Additionally, when attacking a target from the side or behind, you gain advantage on the attack roll for the first attack you make on this target. 

Defensive Stance
When you are hit by an attack from an attacker you can see, you can use your reaction to halve the damage taken from the attack. Then, if they are in range, you can spend 1 ki point to make an attack of opportunity on the target.

Roar of the Crowd

Beginning at 11th level, as a bonus action, you can invoke the praise of the crowd as you challenge an enemy to personal mortal combat, regaining half your total Ki points. For the duration, the target you choose has disadvantage on attack rolls against targets other than you and must succeed a Charisma Saving throw or be forced to target you with any spells it uses. You also gain advantage on saving throws against effects caused by the target. Additionally, your unarmed strikes gain bonus damage equal to 1d4+Charisma Modifier. This effect lasts for 1 hour, and ends early if you attack a target other than the challenged target.

Knockout Punch

Offensive Stance
When you hit a bloodied target, you can choose to roll a d20 before rolling damage. If you roll a 17 or higher, the target is knocked unconscious and battle is instantly ended with the target. This is not a fatal blow and has no effect on creatures that cannot be knocked out, such as constructs.

Defensive Stance
When attacking using an attack of opportunity, you gain all the bonuses and can utilise any effect of being in Offensive Stance. You can also make a follow up attack on the same target after an attack of opportunity.

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