Monk
Base Class: Monk

You have through hard dedicated work honed your body in to a lethal weapon. Your unarmed strikes are so fast that they are nearly invisible. Your lightning fast reflexes makes most other look like they are standing still.

Blitz

Your incredible reflexes makes you extremely quick in a fight, you can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.

At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn.

Interception

Your quick reflexes can make a enemy do less damage or completely miss it's attack. You can use your reaction to push a enemy out of balance. When a creature you can see hits a target with a melee attack, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d4 + your proficiency bonus (to a minimum of 0 damage). You can not use any other skill with this reaction such as stunning strike. This skill scales up with level.

Level 6 1d6 + your proficiency bonus

Level 11 1d8 + your proficiency bonus

Level 15 1d10 + your proficiency bonus

Lightning refexes

Your lightning fast reflexes makes you extra hard to hit. +1 AC

Blitz of blows

 Beginning at 6th level, you can attack three times, instead of two, whenever you use flurry of blows on your turn.

Blitz of blows

Beginning at 6th level, you can attack three times, instead of two, whenever you use flurry of blows on your turn.

 

Fast mind

Your mind is as fast as your body. You can pick out details without looking and your fast mind finds clues on it's own. You get proficiency in Perception and Investigation if don't already have it. 

  • You can't be surprised while you are conscious.
  • You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

Fast body

As a part of your flurry of blows you can forgo one strike and do one of the following:

Disarming Attack

When you hit a creature with a attack, you can expend one flurry of blows to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. The target must make a Strength saving throw agenst 8 + your proficiency bonus + your Wisdom modifier. On a failed save, it drops the object you choose. The object lands at its feet.

Distracting Strike

When you hit a creature with a attack, you can expend one flurry of blows to distract the creature, giving your allies an opening. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Evasive Footwork

When you move, you can expend one flurry of blows to add your wisdom modifier to your AC until you stop moving.

Feinting Attack

You can expend one flurry of blows on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature on your next turn. If that attack hits add your wisdom modifier to the damage 

Disarming Attack

When you hit a creature with a attack, you can expend one flurry of blows to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. The target must make a Strength saving throw agenst 8 + your proficiency bonus + your Wisdom modifier. On a failed save, it drops the object you choose. The object lands at its feet.

Distracting Strike

When you hit a creature with a attack, you can expend one flurry of blows to distract the creature, giving your allies an opening. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Evasive Footwork

When you move you can add your wisdom modifier to your AC until you stop moving.

Feinting Attack

You can expend one flurry of blows on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature on your next turn. If that attack hits add your wisdom modifier to the damage

Danger sense

 

At 11nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.

You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blindeddeafened, or incapacitated.

Danger Sense

At 11nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.

You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blindeddeafened, or incapacitated.

Thunderstrike

You are now so fast that your strikes move faster then the sound, your unarmed strikes does extra thunder damage. You can choose to take a -5 penalty to the attack roll. If the attack hits, you add 1d8 thunder damage to the attack's damage. This damage can only be used on unarmed strikes not on flurry of blows or with a weapon . This damage scale up with your level.

Level 15 1d10

Untouchable

You gain the Mobile and Sentinel feat and you can add lightning damage to your unarmed attacks on top of the thunder damage. If you already have any of those feats you can choose another. The modifier is the same as for Thunder damage 1d10.

 

Untouchable

You gain the Mobile and Sentinel feat and you can add lightning damage to your unarmed attacks on top of the thunder damage. If you already have any of those feats you can choose another. The modifier is the same as for Thunder damage 1d10.

 

 

Previous Versions

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1/18/2022 5:09:26 PM
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