Monk
Base Class: Monk

Few have unlocked the secrets of the ancient Kung Fu technique known as Kung Fury. Those who have, however, have done it through various different ways. But let's be honest, you learned it after getting bit by a cobra and struck by lightning at the same time after a Kung Fu master sliced your best friend and partner in half. Those who possess the power of Kung Fury can utilize it's potential in several manners, either it be for good or evil. But, again, let's be honest, you use it to be the best cop in the world.

Credit: LaserUnicorns

Your Pecs Are Epic

Starting when you choose this tradition at 3rd level, you become the ultimate being of martial arts. Once per turn and at the cost of 1 ki point, you may increase your unarmed strike damage by 2d6 for your next attack. This damage becomes 2d8 at 11th level, and 2d10 at 17th level.

Additionally, you have advantage on Strength (Athletics) checks to lift, push, and pull and you're considered one size larger for the purpose of it. You are also proficient in firearms, and pistols count as monk weapons for you. Why? Because what's the best cop in the world without a gun?

You Don't Need That Spine

At 6th level, you can use your insanely awesome reflexes to take down everyone around you. Whenever a creature makes an attack roll against you within five feet, you may use your reaction to make an attack roll against all creatures within five feet of you, making a seperate roll for each creature. One could even say while doing this, you seem completely motionless. You may use this feature twice and regain all uses after a long rest.

Additionally, your long and high jump distance increases by a number of feet equal to your Strength score. Even with slow fall, this may hurt if you start falling after jumping but gotta stay true to the theme here.

YOU'RE BREAKING THE LAW

Beginning at 11th level, nothing stops your quest for justice. Nothing. Whenever you are reduced to 0 hit points, but not killed outright, you may arrest death itself for its obstruction of justice. You immediatly stabilize and no longer need to make death saves, and may use your reaction to delay falling unconscious and take an extra turn that interrupts the current one. Once that turn has ended and you fall unconscious, you may choose to spend any number of ki points on your turn and regain 5 hit points for each point spent, almost as if your wounds were hacked away. You regain the use of this feature after a long rest.

Hasn't Anyone Told You Not to Hassle the Hoff 9000?

At 17th level, you can call up your buddy Hackerman to hack in the most powerful being you know. As an action, David Hasselhoff appears and follows you within 5 feet, while playing True Survivor for you immediatly upon being summoned. For the next 3 minutes and 40 seconds, you and a designated number of creatures of your choice within 60 feet of the Hoff have advantage on all skill checks, attack rolls, and saving throws, and gain temporary hit points eqaul to your level each time you make a successful attack roll, skill check, or saving throw. Once the time ends, Hasselhoff vanishes and cannot be summoned again for another 7 days, because his awesomeness is too intense to be summoned regularly. Once he disappears, you lose any temporary hit points you gained from this feature that still remain.

Additionally, you now have proficiency in driving sports cars and their movement speed is doubled when you drive them. You may also open them by shooting a gun at the car, regardless to if the car is locked or not with no damage done to the car. Also, for the sake of awesomness, despite sports cars being land vehicles, you can still do mounted combat while riding in one. Is this OP? Maybe, but, how many sports cars are you finding in D&D?

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