Monk
Base Class: Monk

A monk who dedicates their life to mastering their combat prowess is rewarded with extremely heightened physical abilities, as well as substantial control over their own body. 

Master of Opportunity

When an enemy target you for an attack and misses, and are within melee range, you may use your reaction to spend one key point. If you do, choose one of the following effects:

  • The enemy must make a strength saving throw (DC 10 + Dex Modifier (minimum 0)). On a failure, you throw them to the ground (up to 10 feet away), causing them to become prone.
  • The enemy must make a dexterity saving throw (DC 10 + Dex Modifier (minimum 0)). On a failure, you knock the opponent's weapon out of their hand. If the opponent has no weapon, this has no effect. If the opponent has multiple weapons, you may only choose one. If the weapon, is one handed, you may role a slight of hand check (DC = Their saving throw result + 7). On a success, you may take their weapon. 
  • Step into the enemy's space, making an unarmed attack at advantage, and forcing them to leave the space in order to attack again. If they cannot move out of the space, they are forced out at the end of their turn, in a direction determined by the DM. 

Crippling Strikes

As a bonus action, you may spend 2 Ki points. If you do, your attacks become must more devastating, being guided by your intuition. You may add half your dexterity bonus (minimum of 1) to your attack and damage rolls until the end of the turn. In addition to this, if you move at least 15 ft before attacking, or have advantage on your attacks, you gain the ability to cripple the enemy until the end of your turn. To do so, the result of your attack roll must be at least 5 greater than your opponent's AC. Should you succeed, the opponent's armor class is reduced by 1, until they fix their armor or take a long rest when not wearing armor. This effect may stack. 

Focused Body

As a bonus action, you may spend 1 key point to heighten your physical abilities. For one hour, you may choose one of the following effects:

  • Your movement speed and jump height are doubled
  • Your strength is doubled, causing your damage bonus on all attacks to be your strength modifier + your dexterity modifier
  • Your swimming speed is equal to your movement speed, and you gain the ability to hold your breath for twice as long
  • You gain resistance to acid, cold, fire, force, lighting, poison, psychic, and thunder damage, as well as immunity to weak and medium strength poisons

Quivering Palm

You gain the ability to create lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 key points to create these vibrations, which last for a number of days equal to your monk level. These vibrations are harmless, until you use your action to end them. When this happens, the target must make a constitution saving throw (DC = 8 + Wisdom Bonus + Proficiency Bonus). On a failure, the target drops to 0 hp. On a success, the target takes 10d10 necrotic damage. 

Only one target can be under the effect at a time and must be on the same plane as you to activate it. You may also choose to end the vibrations at any time harmlessly. 

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