Monk
Base Class: Monk
monks of the critical strike believe in putting all their force into the weakest point on a creature, not its pressure points, but its natural weak spots. such as  a weak point in a dragons scales, the recently healed broken leg of an orc paladin, or that single chink in a set of chain mail that is weaker than the others. wherever or whatever these weak points may be, the monks of the critical strike are trained to find them, and strike at the most opportune time.
 

critical strike

when you make an attack, before you roll, you can spend a ki point to make a critical strike attack ( note: this is not a critical hit). if the attack hits, you deal normal damage, plus an extra 1d4 bludgeoning or piercing damage (you decide which), also on a hit, you cause your attacker to take one of these conditions: paralyzed, frightened,  blind, prone, stunned, deafened. you choose two of these conditions when you take this subclass at level three, these are the two conditions you may cause on a successful hit with critical strike. If a critical hit is made when using the critical strike ability, your opponent is knock unconscious, as well as taking to d4 damage instead of one, they also still take the condition it would normally deal.

if your critical strike would cause a creature to take any of the following conditions, then once per turn after the first turn this condition is applied, the creature may make a constitution saving throw to throw of these conditions affects:

paralyzed

for the frightened condition have the creature make a wisdom saving throw

the DC for this saving throw can be calculated by adding 8 plus either your dex or your strength modifier, plus your proficiency bonus

(8+(strength/dex)+prof. bonus)

improved critical:

whenever you roll a 19-20, you make a critical hit, instead of the base 20

eye for weakness

at 6th level, you have become adept at finding the weaknesses of your opponents and exploiting them, once per combat you may choose a creature within 120 feet of you, you learn abou the weakest point on them on which to strike. if your DM has prepared a weakness and effect for this creature, then use that weakness and effect, if not, roll 1d6 and use the table below

1: the creatures Armour or natural Armour has a noticeable weak point, if you make an attack roll at this point, and succeed, the armor is made unusable, and the creatures AC drops to its natural AC (10)

2: the creature has an obviously recent wound which has just been healed, making an attack roll at this point, and succeeding, causes the creatures wound to reopen, making it takes 1d6 damage at the beginning of each of its turns, this ends if the creatures wound is stabilized or healed magically.

3: the creatures leg seems weaker than normal, possibly from a past injury, if an attack is made at this point and hits, the creatures movement speed is cut in half.

4: the creatures arm seems weaker than normal, possibly from a past injury, if an attack is made at this point and hits, the creature can no longer wield to handed weapons, or a one handed weapon in this hand, it also may not load a crossbow or use a bow. 

5: the creature appears to have had a recent head injury, striking at this point will cause it to get a concussion, causing one level of exhaustion, and the concussed* condition, which lasts till the creature receives treatment.

6: the creature is obviously having trouble with its back, due to an issue with a weak point in its spine, if an attack roll is made at this point, and it hits, the creatures spine has fractured and has cracked, or been split in half (GM's discretion, its mostly just aesthetic), whatever the case, the creature is now paralyzed, and takes 1d8 damage at the end of this turn, and for the beginning of every one of its turns after. The creature may make constitution saving throws to throw off the paralyses at the beginning of its turn after it takes the damage, the DC for this is 10+strength/dex mod(you choose)+proficiency  bonus.

*the concussed conditions causes the creature to have disadvantage on attack rolls or saving throws, and causes it to start making constitution saving throws against becoming unconscious, these rolls are against 8+strength/dex(your choice)+proficiency bonus. this is the same DC for critical strike rolls.

 

superior critical

on a 18-20 you make a critical hit.

critical flurry

when you spend one ki point to use flurry of blows, you may make a critical strike on each of these attacks for no extra ki cost. on each separate hit, you may decide which effect to apply, feasibly applying two critical strike effects to a creature. your additional 1d4 damage for all critical strikes increases to 1d6, whether they are made with flurry or blows or not.

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