General Feat (Prerequisite: Monk Level 4+, Dexterity 13+)
Through intense training, you have honed your skills with known tethered weapons, and your precision with their attacks increases.
Known Weapons: Meteor Yo-Yo, Zoldic Rope Dart
You gain the following benefits.
Increase your Dexterity score by 1, to a maximum of 20.
Complex Patterns. When you use your action to Charge, you can choose to modify the properties of that charge for differing benefits, detailed in the Charge Installs section. You gain options when you take this feat, as well as every level that grants you an Ability Score Improvement.
Double Down. (Level 8+) If you have already used the Charge action to remove Disadvantage or increase your damage die, you can use the Charge action for a second time. When charging repeatedly in this manner, if you do not have Disadvantage, you can choose to give yourself Advantage on the following attack. At level 12, you can use this sub-feature twice in a row.
Charge Installs
Meteor Yo-Yo
Level 4:
Shielding Pattern. When using this form of Charge, you gain a +2 to your AC until the charge is released, or when an attack is forced to miss due to the AC bonus.
Retaliating Pattern. When using this form of Charge, you can make an Unarmed Strike against the next enemy to hit you.
Level 8:
Volley Pattern. When using this form of Charge, you can make an attack with a different weapon with the Light property as part of your next empowered attack.
Elemental Pattern. When using this form of Charge, you can trigger Elemental Burst on top of the enemy you attack with the charged weapon. Using Elemental Burst in this way only expends 1 Focus Point.
Level 12:
Rejuvenating Pattern. When using this form of Charge, you can regain a Focus Point when you hit an enemy with your empowered attack.
Overcharging Pattern. When using this Charge, if any damage is remaining after reducing a creature to 0 hp with this attack, that damage will bounce up to 15 feet to another creature. If there are multiple valid targets for this remaining damage, the player can choose how to split the damage among targets.
Level 16:
Deflecting Pattern. When using this Charge, If you expend your reaction to use Deflect Energy and can redirect the attack, you can do so without expending a Focus Point. This does not expend the charge for purposes of removing Disadvantage or increasing the damage die of the attack.
Apex Pattern. When using this Charge, your next use of Heightened Focus is empowered instead of your attack.
Flurry of Blows. If you attack the same enemy with every Unarmed Strike in your Flurry of Blows, the next attack against that creature has Advantage.
Patient Defense. If an enemy attempts to hit you while this charge is active, you can make an Unarmed Strike against it as a free action.
Step of the Wind. If you pass an enemy during the movement of your Dash, you mark it, dealing an additional 1d8 of damage and removing the mark when the creature takes damage from any source. This additional damage is the same type as the damage that expunged the mark.
Zoldic Rope Dart
Level 4:
Puncture Pattern. When you use this form of Charge, your next attack attaches to the target, pulling the target toward yourself if its size is below yours, and yourself toward the target if its size is equal to or greater than yours.
Level 8:
Toppling Pattern. When you use this form of Charge, your next attack can force the creature to make a Constitution saving throw. On a failed save, the creature has the Prone condition.
Level 12:
Sapping Pattern. When you use this form of Charge, your next attack allows you to expend one of your Hit Point Dice, and you then roll that die. You regain a number of Hit Points equal to the roll plus your Proficiency Bonus.
Level 16:
Continuous Pattern. When you use this form of Charge, until you release the attack of the Rope Dart, any creature that passes within a 5ft area of you must make a Dexterity saving throw, or take slashing damage equal to one roll of your Martial Arts die.
Previous Versions
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1/9/2025 6:16:55 AM
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