Some suggestions to add to the monk to make them more playable.
This includes adding in Maneuvers based on the proficiencyBonus.
This is a working progress
When you attempt to hit with an attack you may try the following and only pick two fighting maneuvers
*Double attack*
When you hit a creature with a melee attack you may use one maneuver dice to hit a second creature within 5ft of you.
*Trip attack*
When you hit a creature with a melee attack you may use one maneuver dice to hit a attempt to trip them.
The creature must pass a Dex save DC 12 of fall prone.
*Throw attack*
When you hit a creature with a melee attack you may use one maneuver dice to hit a attempt to throw them over your shoulder and into a surrounding space of your choice within 5ft of you.
The creature must pass a Dex save DC 12.
*Disarm*
When you hit a creature with a melee attack you may use one maneuver dice to attempt to disarm them.
The creature must pass a Dex save DC 12 or drop their weapon.
*Distract*
When you hit a creature with a melee attack you may use one maneuver dice to attempt to distract them.
The creature must pass a Con save DC 12 or become distracted.
Other creatures that attack this creature will gain advantage until the start of the creature's turn.
*Disorientate Attack*
When you hit a creature with a melee attack you may use one maneuver dice to attempt to disorientate them.
The creature must pass a Con save DC 12 or suffer the affects of disadvantage of an attack on the creature's next turn.
(This effect ends at the end of the creature's turn)
*Winding move*
When you hit a creature with a melee attack you may use one maneuver dice to attempt to knock the wind out of them.
The creature must pass a Con save DC 12 or suffer half movement for one round.
**IN ADDITION**
Running or jumping kick or punch
You may attempt a running or jumping kick or punch.
When you do, take a -5 to the roll. Increasing your damage by +10 if your attack is successful.
-5 to roll but +10 damage
**You must pick one of the following Reactions.**
*Sturdy Feet*
As a reaction you may use one manuever dice to counteract being prone and instead stay firm on your feet.
Or
*Parry*
As a reaction you may use one manuever dice to reduce the damage you were inflicted by half.
Or
*Jumping Feet*
As a reaction you may use one mauever dice to jump back 5ft turning a hit into a miss.
(This does not incur opportunity attacks from the creature that mare the attack.)
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