Monk
Base Class: Monk

A monk stands across an arena from you, his slightly opened fists held horizontally across from each other. Suddenly, he begins to move in a dancelike pattern, throwing a mimed object across his body, stabbing and slashing at you. When you attempt to block the attack, you feel a stinging pain in your stomach, and look down to find an open wound. Impossible. And yet there it is.

Some call it a cheap trick, an illusion, a fairy tale. The idea of a mimed weapon which becomes real is far from the brutal logic of the martial artist. But the Illusory Spear, developed to battle  with other monks, to be the ultimate hand-to-hand technique, is very real. So long as the user believes, that is.

Mimed Weapon

Starting when you choose this tradition at 3rd level, you can create a mimed spear with the bite of a real one. Whenever you hit a creature with an unarmed attack, you may add 1d4 piercing damage to the attack damage.  You may not use this technique while wielding an actual weapon.

At the 6th level, the damage die becomes 1d6.

At the 9th level, the damage die becomes 1d8.

At the 12th level, the damage die becomes 1d10

At the 15th level, the damage die becomes 1d12

Magician of Ki

At the 3rd level, you gain proficiency in the performance and sleight of hand skills. If you already have these proficiencies, you may double your proficiency bonus.

Exhibition Fighter

At 6th level, you gain a knack for proving your skill. Once per short or long rest, when you choose to fight one on one with an enemy, you may make a DC13 Wisdom check. If you succeed, your enemies and allies, excluding the one you are challenging, will stay out of your fight until they are forced to join in by one of your or your opponent's death, surrender, or incapacitation. A willing adversary may allow you to skip this check.

Balance on Spearpoint

At the 11th level, you learn to use the stance of Balance on Spearpoint. You may use a bonus action and expend 1 Ki to shift into this stance until the beginning of your next turn. If you do so, difficult terrain has no effect on you, your long jump increases to 10 feet, and your high jump increases to 5 feet.

Pain of the Breaking Spear

At 17th level, you gain the ability to shatter the illusion of the Mimed Weapon, causing immense damage to the fabric of reality. For a turn, you may expend 3 Ki points to deal only critical hits with unarmed attacks until the end of your turn. In addition, any creature you had targeted with an unarmed attack before this turn is dealt 1d10 psychic damage. After this turn, however, all who viewed the attack are immune to the effects of your Mimed Weapon until the end of combat. 

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