Monk
Base Class: Monk

Monks train their whole lives to seek enlightenment and to better oneself. That is not the Brawler. The Brawler fights and trains for himself. He trains so that he's never on the ropes and can always hold his own no matter the foe. He is a master of improvisation and thus anything is a deadly weapon in his hands. He trains to subdue, grapple and disarm foes. He is unparalleled in bar fights and shady fist fights.

Bar Fighter's Wit

Starting when you choose this tradition at 3rd level, you can make the best out of any situation. Your wit and fighting experience makes anything a deadly weapon in your hands.

You are proficient with all Improvised Weapons. Additionally, any improvised weapon that doesn't have the heavy property is considered a monk weapon for you.

Bar Fighter's Intuition.

A huge part of surviving particularly rough brawls is to know when to back away. At 3rd level, whenever you use your Flurry of Blows class feature, you can gain the benefits of Disengage action by spending half of your total movement speed. These benefits lasts until the end of your current turn or until you attack again.

Grapple Master

By 6th level, you have been in enough drunken throw-downs to know how to grab someone effectively and then use the grabbed person as a weapon. You also know that in a massive brawl, someone is going to get grappled at some point so you know how to take advantage on it.

You have advantage on Athletics checks made to grapple someone.You also have advantage on weapon attacks made against creatures grappled by you.

Additionally, you may spend ki points to do one of the following things as a bonus action or as a special attack that replaces one of the attacks you can make when you take the Attack action:

  • Beat down (2 Ki points): You may make 3 unarmed attacks against a creature grappled by you. This special attack ends the grapple. At the end of this special attack, the creature is knocked prone.
  • Throw (1 Ki point): You throw a creature that you have grappled up to 15 ft. The foe takes bludgeoning damage equal to your martial arts die +your STR or DEX mod. They must make a DEX save and on a failure, the creature is knocked prone. You may throw the grappled creature at a target. Make an improvised ranged weapon attack against the target. On hit, the target takes bludgeoning damage equal to your martial arts die+your STR or DEX mod. Additionally the target must make a STR save or be knocked prone. This special attack ends the grapple.
  • Disarm (1 Ki point): When you hit a grappled creature with a monk weapon attack, you can force them to make a CON save. They drop an item they are holding within 5ft of them on failure. You choose where they drop the item.

Superior Acrobatics

Beginning at 11th level, you have learned to use your own body like a thrown weapon.

You can add half your DEX score (rounded up) to the distance you can cover with a Long Jump. You can add 1+ half your DEX mod (Rounded up) to your High Jump distance.

When you move at least 10 ft in a straight line before making a melee attack with a monk weapon, the damage of that attack is increased by 2d8. On hit, you can spend 1 Ki to impose one of the following effects on the target:

  • The target is pushed back by 10ft
  • The target creature makes a DEX save or is knocked prone.

Elemental Attacks

At 11th level, you've gained enough control over your own body and ki to manifest your ki in the form of elemental energy. Normally, monks would train and meditate to perfect this skill. However, you're not going to do that. Instead, you are going to use it to make your punches extra flashy and painful.

When you hit with a monk weapon, you can spend 1 ki point to do an additional 1d8 damage of Fire, Cold, Lightning, Thunder, Radiant or Necrotic damage types.

 

Special Move

By 17th level, the little added flair of elemental ki to your punches has gotten old and boring. So you've harnessed the ability to manifest ki fueled elemental energy to create your special move. You gain a special move based on your Affinity that you chose for your Elemental Attack.

These attacks use WIS for attack rolls and saving throws imposed on your targets.

 

Blazing Kick (3 Ki Cost)

You wrap your legs in a blazing inferno which you send crashing at an enemy like a whip with the movement of your legs.

Make a melee attack against a creature within 15 ft of you. On hit, the creature takes 9d8 Fire damage and they are set on fire. While on fire, the creature takes 1d4 Fire damage at the start of each of their turns. This effect lasts for 1 minute and ends early if either the creature himself or someone else uses an action to put the fire out. The effect also ends early if the creature is doused in something that would put the fire out such as water. On a miss, the creature takes half damage and are not set on fire.

Darkfire Wave (3 Ki Cost)

You raise your palm and your ki swirls around it, creating an oppressive and burning darkness. You shoot out this darkness in the form of black flames in a cone in front of you. The black flames eats away at anything unlucky enough to be caught in it.

All targets within a 25ft cone from you must make a DEX save. On failure, the targets take 10d6 Necroctic damage and are poisoned until the end of their next turn. On success, the targets take half damage and are not poisoned.

Any flammable object that is not being worn or carried caught in the cone is ignited.

Fists of the Arctic (3 Ki Cost)

The ki around your fist takes the form of freezing cold winds.These winds threaten to freeze anything your fist connects with.

 Make a melee attack against a target within 5ft of you. On hit, the target takes 1d10+WIS Bludgeoning damage and 6d12 Cold Damage.

Galeforce Arrow (3 Ki Cost)

You focus your ki around your arms or legs to create ripples in the air. You use these ripples to send sonic waves at your desired targets. Great for impressing people at a party in the bar and even better for fending for yourself when the party turns into a brawl.

With the movement of your limbs you can send up to two sonic waves against the same or different targets within 80ft of you. Make separate ranged attacks for each of these waves, doing 3d8+WIS Thunder Damage on hit. On hit, the targets must make a STR save or be pushed back 5ft. If both waves hit the same target, then they are also knocked prone if they fail the STR save on the second hit.

Lightning Burst (3 Ki Cost)

You can point your finger at a place you can see and focus your key around that place to creature a small explosion of lightning that shocks all who are unfortunate enough to stand there.

You choose a point within 90ft of you that you can see. You create a small orb of concentrated ki at that point which explodes in a wave of crackling lightning. All creatures within 10ft of the chosen point must make a CON saving throw. On failure, they take 10d6 Lightning damage. Until the end of their next turn, their movement speed is reduced by 10ft and the first attack made against them is made with advantage. On success they take half damage and no added effect. The lightning spreads around corners.

Radiant Lance (3 Ki Cost)

You raise your palm up and focus your ki around it. You use this ki to fire a beam of blinding light from your palm that pierces all in its path.

All creatures in a line that's 60ft long and 5ft wide originating from you in a direction you choose must make a DEX saving throw. On failure, they take 10d6 Radiant damage and they are blinded until the start of their next turn. On success they take half the damage and are not blinded.

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