Monk
Base Class: Monk

COMBO

Starting when you choose this tradition at 3rd

level, you gain bonuses for successful consecutive

hits on a single target. On your turn, you gain

a +2 bonus to the attack rolls of your unarmed

strikes for each hit that you have made on that

target on your turn, to a maximum of +6. This

bonus resets to 0 if you take damage on your turn.

IRON FIST

By 6th level, your unarmed strikes and monk

weapons ignore the damage threshold of objects

and deal maximum damage to them.

SPECIAL MOVES

At 11th level, you have memorized and mastered

patterns of discrete movements that unlock your ki,

allowing you to use the following special moves:

Ki BLAST.

You can channel your ki into a blast

of energy. As an action, you can expend 2 ki points

to make a ranged spell attack (using your Wisdom

modifier + your proficiency bonus) against a creature

you can see within 120 feet of you. On a hit, the

target takes force damage equal to 6d8 + half your

monk level.

UPPERCUT.

Immediately after you take the

Attack action on your turn, you can spend 1 ki point

to perform an uppercut. Make an unarmed strike

as a bonus action. On a hit, if the target is Large or

smaller and doesn't have all of its hit points, it takes

damage as normal and is then knocked off its feet

and falls prone.

WHIRLWIND STRIKE.

Whenever you make a

melee attack on your turn against a creature you can

see, you can spend 1 ki point to lunge up to 15 feet

toward your target before making the attack. This

movement doesn't provoke opportunity attacks. You

can perform this movement even if it causes you to

travel through the air, though you fall after making

the attack if you do not land on solid ground.

K.O.

Beginning at 17th level, you can spend 3 ki points to

channel your ki into a single strike, knocking a foe

unconscious. As an action, make an unarmed strike

against a creature within your reach. On a hit, the

target takes damage as normal. If the creature has

100 or fewer hit points after you deal damage, it is

reduced to 0 hit points, is knocked unconscious, and

becomes stable.

Once you use this ability, you can't use it again

until you finish a long rest.

 

Combo

COMBO

 

Starting when you choose this tradition at 3rd

 

level, you gain bonuses for successful consecutive

 

hits on a single target. On your turn, you gain

 

a +2 bonus to the attack rolls of your unarmed

 

strikes for each hit that you have made on that

 

target on your turn, to a maximum of +6. This

 

bonus resets to 0 if you take damage on your turn.

Iron fist

IRON FIST

By 6th level, your unarmed strikes and monk

weapons ignore the damage threshold of objects

and deal maximum damage to them.

Special moves

SPECIAL MOVES

 

At 11th level, you have memorized and mastered

 

patterns of discrete movements that unlock your ki,

 

allowing you to use the following special moves:

 

Ki BLAST.

 

You can channel your ki into a blast

 

of energy. As an action, you can expend 2 ki points

 

to make a ranged spell attack (using your Wisdom

 

modifier + your proficiency bonus) against a creature

 

you can see within 120 feet of you. On a hit, the

 

target takes force damage equal to 6d8 + half your

 

monk level.

 

UPPERCUT.

 

Immediately after you take the

 

Attack action on your turn, you can spend 1 ki point

 

to perform an uppercut. Make an unarmed strike

 

as a bonus action. On a hit, if the target is Large or

 

smaller and doesn't have all of its hit points, it takes

 

damage as normal and is then knocked off its feet

 

and falls prone.

 

WHIRLWIND STRIKE.

 

Whenever you make a

 

melee attack on your turn against a creature you can

 

see, you can spend 1 ki point to lunge up to 15 feet

 

toward your target before making the attack. This

 

movement doesn't provoke opportunity attacks. You

 

can perform this movement even if it causes you to

 

travel through the air, though you fall after making

 

the attack if you do not land on solid ground.

K.O.

K.O.

Beginning at 17th level, you can spend 3 ki points to

channel your ki into a single strike, knocking a foe

unconscious. As an action, make an unarmed strike

against a creature within your reach. On a hit, the

target takes damage as normal. If the creature has

100 or fewer hit points after you deal damage, it is

reduced to 0 hit points, is knocked unconscious, and

becomes stable.

Once you use this ability, you can't use it again

until you finish a long rest.

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