Base Class: Monk
Rope monks are monks who have found away to go beyond traditional movement by using the art of swinging. Whether it's through vines, webs, wires, or something else, these monks have found a unique way to move through different environments. Almost as if they were some sort of insect like hero... I don't know that would be pretty weird.
Rope Tricks
When you choose this tradition at third level you gain the ability to create a rope like substance, allowing you to move in many different ways. As a bonus action or reaction you can create a "Rope" with the same length as your unarmored movement improvements; you could also increase this distance by 10 feet for every Ki point spent. When a rope hits a surface it attaches to it, it is attached until you dismiss it as a free action or it's broken. The rope counts as silk rope for the purpose of armor class and stuff. You can create a "Rope" as many times as your dexterity modifier plus your wisdom modifier, and regain all uses after a long rest. Immediately after crating this "Rope" you can do various actions with it, listed below.
Zip. Chose a 1 foot point on a surface within range that the "Rope" has a direct path to. Your "Rope" moves you to that point.
Pull. Chose an object that weighs less than less than twice your dexterity modifier within range that the "Rope" has a direct path to. Your "Rope" pulls that item into your hand.
Swing. Chose a 1 foot point on a surface within range that the "Rope" has a direct path to. While attached your movement changes. Now you are able to move anywhere within a sphere (as long as you find a way not to hit a wall or other surface.) The sphere is a number of feet equal to the length of your rope, the point of the sphere is where the "rope" is attached.
After using a "Rope" it disappears immediately.
Dangerous Cables
Your "Rope" gets stronger allowing the following effect.
Creature Zip. You can use your Zip but target a humanoid instead, pulling yourself towards them. If you move within 5 feet of them, you have advantage on attacks rolls again them and you deal an extra martial arts die as damage against them this turn.
Creature Pull. You can use your Pull but target a humanoid instead, pulling them towards you. They must make a strength saving throw contested by a dexterity ability check you make now. If they fail you can pull them up to the length of the "Rope" closer towards you. If they move within 5 feet of you, you have advantage on attacks rolls again them and you deal an extra martial arts die as damage against them this turn.
Stringing Skills
Your skills become even stronger giving you the following effects
Exquisite Movement. When you move as a result of your "Rope" you don't provoke opportunity attacks. Additionally you can spend a Ki point to gain a +2 bonus to your A.C. until your next turn.
Dangerous Crafting. You can create a special kind of "Rope" as a bonus action, this kind being a monk weapon dealing bludgeoning or force damage (Your choice) that appears in a free hand. Creating this kind of "Rope" means you can't increase its range with a Ki point. The weapon lasts until dismissed by you (free action) or it is removed from your hand.
Critical Trick. After scoring a critical hit, you can spend a Ki point to cause the creature to be restrained and incapacitated until their next turn. You can increase the number of turns by adding more Ki points, 2 for each additional turn. This cannot exceed 4 turns.
Untethered
At 17th level you learn to embrace the freedom of the sky. Your "Rope" crafting changes to a free action. You can craft a rope only an amount of times equal to your proficiency modifier per round. If you run out of uses, then you can use 2 Ki points to craft another.







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Posted Dec 12, 2021(I’m the creator) I forgot to say, the class features are given at 3rd level, 6th level, 11th level, and 17th level.