Base Class: Monk
Monk Monastic Tradition
There are many shows that take place within the Dark Carnival to shock and awe the Multiverse over. However, the ever-pragmatic Hughe Percival Lockcross is never one to squander his minions for mere entertainment when their skills can be implemented in more ways than one – especially if one of those ways can be instruments of devastation. A menagerie of such noteworthy talents exists within the Dark Carnival, and few can boast a more eye-catching, jaw-dropping spectacle to audiences and terror to enemies than the cadre of monks known as Daredevils.
Whether shooting themselves out of a canon or across the battlefield, Daredevils are a sight to behold. They study their bodies and obsessively practice feats of athletic brilliance, specifically with their physical speed and understanding of kinetic motion. They adore showing off their prowess to the masses, be they friend, foe, or awestruck onlooker. Whenever possible, a Daredevil will adopt a mask and suit to complement their acts and stage name, much to the joy of the Dark Carnival’s thread mages. To the chagrin of the same, a Daredevil’s performance can often leave their attire in tatters under the pressure of their seemingly unnatural tendency for acceleration.
When fighting in the Dark Ringmaster’s wars, Daredevils will be the first to charge with reckless abandon. Their abilities make for perfect shock troops with a heavy emphasis on “shock”, their foes staggered either physically by the sudden impact or psychologically by the sight of it. Even after the initial force blows away the front lines or flank, nothing short of death will stop a Daredevil on the move. For that reason alone, vicars and combat medics often follow alongside the second wave, if only to ensure their eager companions do not fatally succumb to their own excitement.
Eccentric Quirks
Daredevils are obsessed with locomotion and fine-tuning their movements to spectacular effect, so it is unsurprising that this leads to some highly specific eccentricities as they perfect their body and form.
Eccentric Quirks
| d6 | Quirk |
|---|---|
| 1 | You exercise your body whenever you can, regardless of when it is socially acceptable. |
| 2 | You enjoy competition a little too much, especially when it involves speed. |
| 3 | You like to bounce in place when not walking or running. |
| 4 | Your attention span is as bad as your need for a good run. |
| 5 | Your kinetic intelligence and knowledge of how your body works is on another level, and you will literally leap at the chance to share it with others. |
| 6 | You only feel alive when you are on the go. |
Way of the Daredevil Features
| Monk Level | Feature |
|---|---|
| 3rd | Forward Momentum |
| 6th | Unstoppable Object |
| 11th | Passing Barrage |
| 17th | Blaze of Glory |
Forward Momentum
At 3rd level, those in your path risk the full weight of your charge. Once per round, if you move at least 20 feet straight toward a target and then hit it with an unarmed strike or monk weapon on the same turn, you can spend 1 ki point to make the target take extra force damage equal to your Martial Arts die (as shown in the Martial Arts column of the Monk Table, page 77 in the Player’s Handbook). If the target is a creature, it must succeed on a Strength saving throw (DC 8 + your Strength modifier or Dexterity modifier (whichever is higher) + your proficiency bonus) or be knocked prone.
Unstoppable Object
At 6th level, you refuse to let obstacles ruin your path to victory. Whenever you use Step of the Wind, your movement ignores difficult terrain.
Passing Barrage
At 11th level, even passersby who narrowly escape your charge are not safe from your cascading motion. If you move into and out of a space adjacent to a creature in the same turn, you can spend 1 ki point to make an unarmed strike or monk weapon attack against that creature.
Blaze of Glory
Starting at 17th level, you have reached the pinnacle of your explosive talent that the Dark Ringmaster would applaud. If you moved at least 20 feet in a straight line as the last part of your movement action, you can cause your sudden halt in speed to explode at the end of your turn. Creatures in a 30 foot radius of you must make a Dexterity saving throw (DC 8 + your Strength modifier or Dexterity modifier (whichever is higher) + your proficiency bonus). On a failed save, creatures take 5d6 force damage, 5d6 thunder damage, and are knocked prone. Creatures who succeed on their saving throw take half damage and are not knocked prone.
You must finish a long rest before you can use this feature again.







Comments