Base Class: Monk
The universe has pushed you to accept your place on the adventure leading spot. Either because you have trained all your life for this, you have been chosen or some avenging must be done.
Fake It Till You Make It
You have worked on your hero aesthetics either making funny punch lines, swift hand choreographies, defying dance stands, or philosophical speeches.
When you choose this archetype at 3rd level, you gain proficiency with the Performance skill and you can use your bonus action, or a Ki point if you are a Monk, to make a Charisma (Performance) check.
in addition you gain
Fighting Prelude
You have spent hours since you have decided to be a hero developing an entrance to combat. A sequence of moves, a change of costume, or an elaborated speech.
Starting at 3rd level, when initiative is rolled you can make a Performance check and use that as your initiative.
You can use this feature a number of times equal to your proficiency bonus and can't use it again until you finish a long rest.
Naming Techniques
Developing a way of fighting isn't as fruitful to bards if they cant sing how you score the finishing blow or what did you manage to pull through. Calling the moves makes no room for misinterpretation of the story.
At 3rd level and every time you gain proficiency bonus you gain an equal amount of Naming Techniques.
You can make a Charisma (Performance) check to call the next technique. You can use the result rolled instead of rolling for the next attack, save, or ability check.
You cant use the same technique twice against the same foe. You cant use this feature again until you finish a short or long rest.
Plot Armor
You are part of the story and it needs you you like it or not.
At 6th level, you gain +2 to AC as long as you have an Inspiration Point or advantage on your first Death Save if you don't have an Inspiration Point.
At 9th level, you gain the feature "No One Could Survive That!" when you are forced by a foe to a fall that would let you in less than 1 Hit Point you have 1 Hit Point instead. You can use this feature only once in the game.
Death By A Thousand Cuts
The knowledge of your power has been underrepresented by those who don't believe in your deeds.
At 11th level, you manage to use the ignorance of your foes to your advantage. Making hidden attacks while you move through the battlefield.
Every time you move next to an enemy, use the Help Action, use an Attack of opportunity or an enemy attacks you, you can put a Harm Mark on them.
During combat on your turn, you can remove all Harm Marks make a Charisma (Performance) check against the enemy's passive Wisdom (Insight). Creatures receive damage equal to your proficiency bonus times the number of marks on it or half if they saved.
Everlasting Speech
The matters of your deeds have been heard and some dream to take the story to an end.
You taking damage can overwhelm anyone with confidence.
At 13th level, after you take damage from an opponent you can make a Charisma (Performance) check against that creature Wisdom (Insight). That creature uses all its next turn on a confident speech. If you win the check it delivers important information.
You cant use this feature again until you finish a long rest.
Power Recall
You have come a long way and being through so much. Memories of your training, a family member, or a metaphysic master grant you the strength to finish your mission.
At 17th level when you reach 0 hit points you can make a Charisma (Performance) check. Until the end of your next turn, you gain Hit Points equal to the roll, advantage on all attacks, ability checks, and saving throws, you double your movement speed and you can improve one time one of your Naming Techniques adding the Power Recall Perform Roll to the damage dealt.
You cant use this feature again until you finish a long rest.
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