Monk
Base Class: Monk

A rather unconventional monastic tradition, disciples of the Way of Brotherhood have mastered using their speed and agility to leap great distances and attack enemies from above with their unarmed attacks.  These monks can also shift into various combat stances that can influence how they fight.  Eventually, they can learn to cheat death in critical moments.

Hammer Proficiency

You gain proficiency with Light Hammers, War Hammers, and Mauls, and they count as Monk Weapons, allowing use of Dexterity or Strength for attack rolls and damage, and allowing use of your Martial Arts die for damage rolls in place of the weapon's normal damage die.

Superior Jumping

You gain proficiency in Athletics and Acrobatics.

Your mobility surpasses that of a normal monk, allowing you to use either Strength or Dexterity score total, your choice, to determine jump distance, regardless of a running start.  However, your jump height is dramatically improved.  Your high jump is equal to your monk level in feet plus either Acrobatics or Athletics (your choice), regardless of a running start.

Leap Strike

Whenever you make an unarmed attack (or a melee attack with a Monk weapon) against a creature that is no taller than your maximum jump height and within jump distance, you can Leap Strike off of the target's head.  You must have the remaining movement speed to make it to that location, though you ignore ground-based difficult terrain until you land.  If another target is within range, any subsequent remaining unarmed strikes can be directed at one of those enemies if you have enough movement left to reach them, or the same enemy at the cost of 5 feet of movement, before needing to land.  You land within 5 feet of the last target you attacked in this way.

In addition, each successful unarmed attack during a Leap Strike grants you 1 Coin.  Every additional unarmed attack before landing grants one Coin more than the previous successful attack.  (Example, 1 for the first enemy hit that turn, 2 for the second, 3 for the third, etc.)  You may hold up to 10 plus twice your Monk level of Coins at a time.

Mushroom Stance

By expending 5 Coins, you can self-cast Enlarge/Reduce on yourself as a bonus action.  If Enlarged, and you lose concentration, you will gain the Reduced effect instead until the spell duration ends.  At the end of each of your turns, you can roll a Constitution save (DC 10) to end the Reduced effect early.

This is the only stance usable at the same time as your other stances.

Frog Stance

By expending 5 Coins, you can enter Frog Stance for one hour.  This is mutually exclusive with all other stances except Mushroom.

In Frog Stance, you gain a swim speed equal to your walking speed, and are under the effects of a Water Breathing spell and the Jump spell.  

Lotus Stance

By expending 5 Coins, you can choose either Crimson Lotus or Azure Lotus Stance.  These stances are mutually exclusive with all other stances except Mushroom.

Crimson Lotus Stance: For the next minute, you may use unarmed attacks at a range of 30 feet (short)/120 feet (long), dealing fire damage.  Each successful attack grants one Coin.  Your extra attack feature will also grant one attack more than normal, for a total of 3, until this stance ends.

Azure Lotus Stance: For the next minute, you may use unarmed attacks at a range of 20 feet (short)/60 feet (long), dealing cold damage.  Each successful attack grants one Coin.  Enemies struck by these attacks lose 10 movement speed until the end of their next turn.  If an enemy already slowed by this feature is struck a second time, it must roll a Constitution saving throw or become restrained.  A restrained target can be broken free if they or an ally uses an action to break the ice and free them.  If someone attacks a restrained target with damage other than cold, the ice breaks, ending the restrained status but dealing additional cold damage equal to one roll of your Martial Arts die.  This damage can only occur once per turn.

Fraternal Stance

By expending 5 Coins, you can gain the Fraternal Stance for one minute.  This is mutually exclusive with all other stances except Mushroom.

Gain +2 AC, and all thrown weapons count as Monk weapons (finesse, proficiency, and using your Martial Arts die for damage rolls) and ignore half and 3/4 cover.  In addition, after making any thrown weapon attack, whether you hit or miss, your weapon will immediately appear back in your hand again.  Successful thrown weapon attacks grant one Coin.

Tanuki Stance

By expending 5 Coins, you can enter Tanuki Stance for one minute.  This stance is mutually exclusive with all other stances except Mushroom.

In Tanuki Stance, you are under the effect of Feather Fall until the stance ends.  If you use the Dash action (or Step of the Wind as a bonus action), you gain flight until the end of your turn, but cannot gain this flight speed again until you touch the ground.  In addition, if you Stunning Strike, you can choose to enter a Stone Form, gaining resistance to non-magical bludgeoning, piercing, and slashing, but setting your movement speed to zero until the start of your next turn.  This is only usable on the final attack you make in a given turn.  If you turn to stone during your Leap Strike, you deal additional damage to the target equal to the fall damage someone would normally take when falling from that height, to a maximum of 30 feet of fall damage.  The enemy is shoved out of the space where you land, into the closest adjacent unoccupied space.

Gift of the Emerald Mushroom

By expending 10 Coins, you can cast Death Ward on yourself.  This Death Ward will last until used or dispelled.  A player may only have one Death Ward at any time, from any source.

By expending 20 Coins, you can gain the effects of a Raise Dead spell on yourself.  This is only usable once per long rest.

By expending 40 Coins, you can gain the effects of a Resurrection spell on yourself.  This is only usable once per long rest.

By spending 5 additional coins when casting Raise Dead or Resurrection on yourself, you can forgo the -4 penalty to attack rolls, ability checks, and saving throws.

Star Power

By expending 5 Coins and 2 Ki points, you can activate Star Power for one minute.  This is not a stance and does not replace your stances.

With Star Power active, you gain 20 movement speed, +2 AC, advantage on Dexterity saving throws, you don't provoke opportunity attacks, and you gain one additional action on each of your turns.  That action can be used only to take the Attack (one weapon or unarmed attack only), Dash, Disengage, Hide, or Use an Object action.

Fraternal Bond

You can now spend Coins to grant some of your abilities to allies.  These include:

Mushroom Stance
Frog Stance
Star Power
Gift of the Emerald Mushroom

Previous Versions

Name Date Modified Views Adds Version Actions
3/26/2022 11:17:00 PM
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1.0
Coming Soon
3/26/2022 11:39:54 PM
5
1
1.1
Coming Soon
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