Monk
Base Class: Monk

Taking the use of the staff to the next level, the tradition of the Way of the Long Arm teaches monks to widen the variety of pole weapons they can use, and make them integral part of their fighting style, taking advantage of the longer reach and mobility-enhancing features deriving from such versatile weapons.

Reach Training

At 3rd level, you become proficient with the Glaive and the Pike, and these weapons now count as monk weapons for you. Additionally, whenever you use a Quartestaff, the weapon gains the Reach quality.

Vaulting Escape

At 3rd level, whenever an enemy misses you with a melee attack or you successfully perform a DEX saving throw, and you are wielding a Quarterstaff, Glaive or Pike, you can spend your Reaction to vault over the danger, landing in any unoccupied space in a 10 foot cone in front of you without provoking attacks of opportunity, as if you had taken the disengage action.
Should you decide to land behind the attacker, you can decide to spend 1 Ki point to grant advantage to your next attack against them.
You can use Vaulting Escape a number of times equal to your DEX modifier each long rest

Swiping Lizard Tail

At 6th level, as an Action on your turn when you are wielding a Quarterstaff, Glaive or Pike, you can spend 2 Ki points to perform an attack against all targets in a 10 feet circle around you. Each target in the area has to perform a DEX saving throw (normal Ki save DC) or suffer damage equal to the weapon damage plus one martial art die plus your DEX modifier and be knocked Prone. On a successful save, the target will suffer half damage and avoid being knocked Prone

Crane Stance

At 11th level when you use Vaulting Escape you can instead move 10 feet up in the air. You remain there until the end of your next turn.

Heaven's Fall

At 11th level, at the beginning of your turn after you use your Crane Stance, and as one of the attacks of your Attack Action, you can spend 2 Ki points to perform a falling attack on any target within 10 feet from you. The attack is performed with advantage and it deals additional damage equal to your Martial Arts die.

Peacock Wheel Stance

At 17th level, as an Action at the beginning of your turn when you are wielding a Quarterstaff, Glaive or Pike, you can decide to spend 3 Ki points and start spinning your weapon in front and around you, gaining the following benefits:

  • Your add half your proficiency bonus to your AC;
  • Your movement speed is reduced to 0, and you use your Reaction to keep the stance active;
  • In your turn, you can perform only your normal attacks with the Attack action, and cannot use your Vaulting Escape feature, any Bonus action involving movement or use the Dodge action;
  • You can perform one weapon attack against any creature attacking and missing you with a melee attack;
  • At any point during the duration of this feature, you can decide to interrupt it and perform one single weapon attack, which will count as a critical hit and dealing additional damage equal to one of your Martial Arts die;

The Stance lasts a number of turns equal to half your DEX modifier, or until you stop it, die or fall unconscious, and can be used a number of times equal to your WIS modifier each long rest.

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