Base Class: Monk
Have you ever wished to pursue the path of gambling addiction or simply wish to become the ultimate dice goblin? Then look no further for this subclass is for you! It features only the best dice based abilities and puns.
Path of the Dice
When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of the most superior weapon, dice. This path also includes instruction in the deft strikes of masonry needed to turn simple rocks into the masterful pieces of art known as dice. You gain the following benefits.
Weaponized Dice. You gain proficiency in using dice as weapons and can add them to your list of monk weapons. Additionally you gain the ability to use simple rocks as makeshift dice and can use the same benefits however you receive disadvantage when attacking due to their irregular shape. Lastly when using abilities like flurry of blows you can consider attacks using dice as unarmed strikes.
D4 Caltrops. As a bonus action on your turn you can spread a series of d4s in a 5ft radius around you using your years of experience to know the most strategical placement. If an enemy steps into the radius on onto the dice they need to make a dexterity saving throw equal to 10 + your wisdom modifier to avoid stepping on the dice you strategically placed. Upon passing the save the enemy is safe from the effects unless they leave and re-enter the radius and if they fail they take 1d4 damage at the start of each of their turns and need to use a bonus action or an action to remove the die implanted in their foot ending the effects.
Die Shot. You can use a bonus action on your turn to make your ranged attacks with Dice more deadly. When you do so, any target you hit with a ranged attack using a die takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn.
Way of the Sculptor. You gain proficiency with masonry tools and gain advantage when doing skill checks for making dice.
One with the Die
At 6th level, you extend your ki into your dice, granting you the following benefits.
Magic Dice. Your attacks with your Dice count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Deft Strike. When you hit a target with a Die, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.
Advanced Die Handling
Starting at level 6, you learn how to properly handle the irregular shape of common rocks and attacks using them no longer imposes disadvantage.
Dicey Decisions
Starting from level 11 when taking the attack action with dice you can roll an additional d20 to either double or half the amount of attacks you can make. Above a 10 doubles the number of attacks and below halves the number of attacks you can make. In addition on a Nat 20 you get triple the number of attacks instead of double.
Distracting Dice
At 11th level, you learn the art of distraction using the ear catching sound of dice rattling. As a reaction used when you witness a creature or construct doing an ability check or attack, you can rattle your dice in a distracting manner and impose disadvantage on their roll.
Unerring Accuracy
At 17th level, your mastery of dice grants you extraordinary accuracy. If you miss with an attack roll using a die on your turn, you can reroll it. You can use this feature only once on each of your turns.
Gambling Addiction
Starting from level 17 when you fail a roll using a d20 you can pay 100gp (amount to variable and to be discussed with dm) and reroll the d20. If the reroll also fails you may double or nothing and this can be repeated until you can no longer afford to reroll at which the whole amount will be charged, however if at any point you succeed you only pay the original amount. This ability can't be used on rolls to determine the outcome of a gambling game or bet.







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