Base Class: Monk
The law has failed. Crime and injustice run rampant. The people have lost faith in the system. It's time for you to take matters into your own hands. Using your martial arts training, you create an elemental persona to unleash your own brand of justice.
Deflect Attack
Starting at 3rd level, you can use your reaction to deflect melee weapon attacks when you are hit by a melee weapon. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.
If you reduce the damage to 0, you can redirect the attack back on your attacker. If you have enough hands free to wield it, you can spend 1 ki point to take the weapon and make a bonus attack against the enemy who tried to hit you as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the weapon counts as a non-magical monk weapon for the attack.
Secret Identity
Starting at 3rd level, when you choose this tradition, you create a persona that you embody when you fight injustice. You create the necessary mask and costume for this persona and depending on how much gold you spend on the costume, depends on what benefits you acquire. The costume does not count as any form of armor and you can upgrade your costume by spending the deficit (so if you wish to upgrade from the 30 Gold costume to the 200 Gold Costume, you need only spend 170 Gold to do so).
The materials needed to make this costume can be acquired from most markets and traders but if you acquire all the materials from a Black Market, you can get additional benefits for extra gold. You cannot upgrade to a Black Market Costume, you need to pay the full price.
You must don the costume to assume the benefits which are as follows:
30 Gold Standard Persona Costume
- You create a costume that hides your identity.
- It counts as a disguise kit that you are proficient with.
- Black Market Price - 50 Gold: Life Support Enchantment: you can sacrifice your costume to reroll a Death Saving Throw.
75 Gold Standard Persona Costume
- All of the standard benefits above.
- You have advantage on Intimidation checks.
- Black Market Price - 150 Gold: CHOOSE ONE: Life Support Enchantment: you can sacrifice your costume to reroll a Death Saving Throw or Energized Threading: you gain an additional ki point.
200 Gold Standard Persona Costume
- All of the standard benefits above.
- You gain +1 to your Armor Class.
- You have proficiency with Investigation checks.
- Black Market Price - 800 Gold: Life Support Enchantment: you can sacrifice your costume to reroll a Death Saving Throw & Energized Threading: you gain an additional ki point.
1,500 Gold Standard Persona Costume
- All of the standard benefits above.
- You gain +2 to your Armor Class.
- Black Market Price - 3,000 Gold: Life Restoration Enchantment: as a bonus action you can sacrifice your costume to resuscitate your body to 1 HP from 0, Hyper-Energized Threading: you gain 2 additional ki points & True Sight Enchantment: you have Truesight.
However, should a being become aware of your Secret Identity, then you gain Disadvantage on all Charisma based Skill Checks and Saving Throws against that being.
Trick Dart
Starting at 6th level, you can modify your darts to be used as both weapons and distractions. You need a component pouch and a set of Tinker's Tools and proficiency with them to modify your darts. Each dart requires 10 minutes to construct and you can only carry one dart of each type. The darts still count as weapons and deal 1d6 piercing damage.
The effects of the darts are different depending on whether they hit an enemy or not.
Ricochet Dart
If the dart misses its target, the dart ricochets against the nearest solid surface. Roll 1d6 to determine the effect.
- The dart bounces harmlessly off the surface and does nothing.
- The dart ricochets again. The DM determines its new trajectory.
- The dart returns to you as an attack. You can apply your Deflect Missiles to the dart.
- The dart hits an enemy within 15 feet of the ricochet point.
- The dart ricochets and hits its intended target.
- The dart ricochets again. You can determine its new trajectory.
Smoke Dart
On hit, create a spherical cloud of smoke with a 15-foot diameter around the point of impact. Any natural attacks that must pass through the cloud are at Disadvantage. On enemy hit, the enemy takes 1d6 piercing damage and is blinded until the end of their next turn. The cloud lasts for 6 seconds.
Explosive Dart
On hit, the dart explodes, dealing its damage as fire damage to all enemies in 5-foot radius around the point of impact. The explosion is loud enough to be heard for 100 feet in all directions. On enemy hit, the enemy takes 2d6 fire damage and is deafened until the end of their next turn.
Sleep Dart
On hit, create a spherical cloud of smoke with a 15-foot diameter around the point of impact. Any humanoid that passes through it must make a Constitution saving throw. On a fail, the humanoid becomes incapacitated for 1 hour. On enemy hit, the target takes 1d6 piercing damage and is instantly incapacitated, afterwhich the target must make a successful Constitution saving throw to awaken. The cloud lasts for 6 seconds.
At Higher Levels: the dart damage increases to 2d6 at 11th level and 3d6 at 17th level.
Master of Detection
At 11th level, you can use your ki to cast certain Divination spells. Once done, you cannot cast the same spell until you have completed a long rest. Using 1 ki point per spell, you can cast detect evil and good, detect magic, detect poison and disease and detect thoughts.
Mastery of Mind and Body
At 17th level, your mind and body have become so well trained to all eventualities that you become almost impossible to weaken. As a bonus action, you can end any conditional effect on yourself such as being grappled or incapacitated provided you have at least 1 HP.
Previous Versions
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2/6/2019 7:03:15 AM
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