Monk
Base Class: Monk

Monks of the Motivated Step are known for weaponizing their jovial nature, becoming deceptively nice and well-meaning. Monks who have specialized in the Motivational step have worked beneath many moons under the guidance of the wise halflings and gnomes of their monastery. These monks always wear a smile on their face, stars in their eyes, and blood on their fists.

Motivated Step

Starting when you choose this tradition at 3rd level, you can manipulate the joy around you in a few simple ways. People tend to feel pleasant while around you granting you the following benefits:

  • People Pleaser: You may double your proficiency when making a charisma ability check that targets a humanoid, if you are already proficient in the skill you are attempting to use.
  • Party Tricks of the Trade: You know the Prestidigitation cantrip and can cast it as an action. (no ki points required!)
  • Halfling trained: You gain proficiency in Charisma saving throws as well as Charisma (performance) checks.

Inspired Stride

In addition, when you choose this tradition at 3rd level you gain the ability to harness joy and implement it into your movement. Your “Unarmored Movement” speed bonus is increased by 5 feet. Whenever you spend ki to do ‘Step of the Wind,’ ‘Patient Defense,’ or ‘Flurry of Blows’ you may spend 1 additional ki point to choose an ally within 30 feet of you, they then gain a bardic inspiration die equal to your martial die. This bardic inspiration can be used on attack rolls, ability checks, and saving throws, and it disappears if it is not used by the end of your next turn. (You may also grant this bardic inspiration to yourself)

Friendly Face

At 6th level, you gain the ability to put on a smile, even in the midst of battle. Through the power of joy you can conduct positive energy into an opponent. You now have an ability similar to stunning strike. When you hit another creature with a melee attack, rather than dealing damage, you can attempt to fuel the creature with positivity. The target must succeed on a Wisdom saving throw or be charmed by you for 1 minute (this charm ends if you harm this creature or its allies, end the effect as a bonus action, or use this feature on another creature). While charmed, this creature sees you as a friend and will not attack you. You can ask the creature politely to do one of the following actions: move up to their speed, say something to their/your allies, give you something on their person, tell you a piece of information, etc. The charmed creature will not attack their allies, nor will they defend your allies, they will do anything that a friend would do for you. You may use your ‘Friendly Face’ feature a number of times equal to your wisdom modifier (minimum of 1 use).

Big Heart

Beginning at 11th level, your connections to the emotions of others have allowed you to feel their presence. You are immune to the surprised condition, and you have blindsight out to a range of 100ft.

Pure Motivation

At 17th level, you gain the ability to amplify the joy in the air to become truly motivated. As an action you glow a bright light for 5ft and dim light for an additional 5ft. Your base movement speed is doubled, your base jump distance is tripled, you are immune to being knocked prone, and are immune to the effects of exhaustion. These effects last for 1 minute, and once the effect ends you gain a level of exhaustion. You may use this feature once per long rest for free, but you may also expend 5 ki points as an action to use this feature again.

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