Monk
Base Class: Monk

An elderly Fey Eladrin takes center stage in the circus ring as he introduces the first act. "Ladies and Gentlemen of the Fey Wild! put your hands together for the 'Flying Amakiirs'!" The dancing lights focus on a group of Fey Eladrin flipping and cartwheeling into the center ring, some leap into the air practically soaring over the crowd and straight onto swinging trapezes far overhead while the others leap mind boggling distances over treacherous looking obstacles.

Within the Feywild are a group of traveling monks and entertainers that mix the Arts with Martial Arts. They have many styles based on different styles of performances. The Way of the Flying Amakiir is a practice that trains the mind and body to perform high flying jumps and daring stunts to dazzle a crowd, confuse opponents, and get the drop on them! Some have begun to make their way into the material plane and are willing to teach anyone that can prove they've got entertaining chops, after all you can't have Martial Arts without the Arts! A flare for creativity and flare for the dramatic!

Circus Acrobat Skills

Spring in Your Step: Through extensive training you have the ability to make incredible leaps whether that's through impressive strength or using proper technique and dexterous skill. At 3rd level you are now permanently under the effects of the Jump Spell. Your jump distance is now tripled and the player can decide whether the jump distance is determined using Strength or Dexterity. This effect also can't be dispelled as it is achieved through physical training.

Circus Agility and Flare: In the Circus there's very little room for error So its important to hone your acrobatic skills while still delighting a crowd. At 3rd level you gain proficiencies in both Acrobatics and Performance. You can also apply Expertise's if you're already proficient in both.

Leaping Strike

At 3rd level you learn how to make use of high ground and hang time by getting the drop on your enemies literally. upon successfully performing a melee attack action while falling you can transfer a number of fall damage d6 dices equal to your monk level, to the target instead. This does not transfer any fall damage to the target if you fail the melee attack

Quick Footwork

At 6th level you increase your movement capabilities to control the battlefield.

Back on Your Feet:
.When you are prone, standing up uses only 5 feet of your movement.
.Climbing doesn’t cost you extra movement.
.You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.

Jumpy: You're ready to leap out of the way of an attack at a moment's notice after your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Dodge action.

High Flyer

At 11th level, You now quadruple your jump distance and height instead of tripling it.

Leaping Dimensional Strike

By focusing your strength, and a massive amount of Ki into a single attack, you can send other worldly beings back to where they came from and temporarily shatter the time space continuum underneath them in the process! 

Upon successfully performing a Leaping Strike that uses a minimum of 10 d6 fall damage dice you can spend 10 Ki points to attempt to send the target to another plane of existence as a bonus action. The target must succeed on a Charisma saving throw or be banished.

If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

If the target is native to a different plane of existence than the one you're on, the target is banished as space and time shatters and falls out from underneath the target, returning to its home plane.

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