Base Class: Monk
The Drifter is a skirmishing fighter, willing to dash about while delivering unbroken sequences of attacks. The drifter excels dancing through a battlefield, stepping forward to use momentum to deliver powerful blows. Drifter's are the ultimate masters of martial arts combat, whether armed or unarmed.
Drifter's Technique
When you choose this archetype at third level, you gain the ability to make a 2 Special melee attacks that make up your Sequences. If you’re able to make multiple attacks with the Attack action or make attacks with a bonus action, this attack replaces one of them.
Culminating Strike (P) As part of this attack, you must spend 15 feet of movement.
Celerity Step: (F) As part of this attack, you can choose to move 10 feet in a straight line.
After either of these special attacks hits you can choose to apply a Sequence effect depending on the permutation of fast and powerful attacks (see the table below). Attacks that hit qualify for sequences until the end of your turn, or until they are used in a sequence with the Sequence Breaker tag.
You learn 3 basic-tier sequences, and one moderate-tier sequence at the 3rd level. At 7th, 10th, and 15th level, you learn 2 more sequences, which must be from different tiers.
Calamitous Strike (Advanced Sequence) (F P P P)
You leap forward, slamming the ground around the enemy with an earthshattering strike. The target goes prone and must make a constitution saving throw or be incapacitated until the end of his next turn.
Crunch (Basic Sequence) (P P)
(Sequence Breaker) * Your powerful attacks press your advantage.* A huge or smaller creature must make a strength saving throw or be [knocked prone].
Cull The Weak (Advanced Sequence) (F P F P)
Your last attack cleaves. You can make another attack roll on any enemies that are adjacent to both you and the target.
Flourish (Basic Sequence) (F F)
You attack with a dazzling flourish. After your attack you can move 5 feet away from your target without provoking opportunity attacks.
Gale Strike (Moderate Sequence) (F F F)
(Sequence Breaker) * You jump from foe to foe, your body a spinning dervish.* Deal an additional 1d8 damage to each target hit in this sequence.
Grand Challenge (Advanced Sequence) (F F F F)
You attack an enemy on all sides, striking multiple pressure points. If all four attacks were made on the same target, that target must make a constitution saving throw or be paralyzed until the start of their turn. The target can repeat the saving throw to end the effect every time they take damage.
Grappling Strike (Moderate Sequence) (P F)
If the target is huge or smaller, you can attempt to grapple the target by making a contested Acrobatics check vs the targets Athletics check.
Rising Hope (Basic Sequence) (F P)
You swing upwards with your second attack, aiming to weaken your opponent. The target has disadvantage on one strength saving throw before the end of his next turn.
Rushing Jab (Moderate Sequence) (P)
(Sequence Breaker) * Your forward momentum carries you forward in a lethal jab.* Deal 1d8 additional damage if you move 10 feet directly at the enemy before your attack
Sickening Strike (Advanced Sequence) (P P F P)
Your last attack catches the enemy off guard, allowing you access to his vitals. The target must make a dexterity saving throw or have disadvantage on constitution saving throws until the end of its next turn.
Singular Blow (Moderate Sequence) (F P P)
(Sequence Breaker) * You wind up for a terrible blow.* The target must make a constitution saving throw or its first attack next turn is made with disadvantage.
Tempered Slam (Basic Sequence) (P F)
A violent blow pushes your enemy back. A huge or smaller must make a strength saving throw or be pushed 10 feet back.
Defensive Stance
Starting at 6th level you gain the ability to enter a defensive stance, heightening your senses. When you take the dodge action, you are able to deflect and counter attack with ease, you may spend one ki point to take either of these reactions.
Parry
When another creature damages you with a melee attack, you can use your reaction and reduce the damage by 1d10 + your Dexterity modifier + your monk level.
Riposte
When a creature misses you with a melee attack, you can use your reaction to make a melee weapon attack against the creature.
Additionally, you can expend one ki to make an attack count for the purposes of a sequence, even if it missed.
Conservation of Momentum
Beginning at 11th level, opportunity attacks provoked by Celerity Step movement are at disadvantage, and movement granted by Celerity Step ignores difficult terrain.
You also gain the ability to ignore other creature's effects that reduce your speed.
Unerring Focus
Beginning at 17th level, you can enter a stance of extreme precision that helps the connection of your Sequence. Once per short rest you may spend a bonus action to enter a state of complete focus, synchronizing your mind and body as one, this stance lasts for 1 minute at the end of which you suffer one point of exhaustion. Once inside you gain the following features
Your last attack each turn is at advantage.
Once per turn when you make an attack roll, you can gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Creatures can't make attacks of opportunity against you.
Previous Versions
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1/30/2021 1:44:22 AM
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