Monk
Base Class: Monk

Arrows rain down around a female half-orc as she runs towards the hobgoblins. Desperate to close the distance, the half-orc fights through the sting of a dozen cuts to reach her foes. The pain only makes her stronger. As she descends on the snarling pack she swings wildly, knocking several hobgoblins off their feet and sending the rest scattering before her.

A human braces himself for the impact as the orc rushes him. Then the monster makes a mistake, telegraphing its next move, and that’s all the opening the human needs. He ducks beneath the orc’s wide swing then raises both hands high above his head and brings them down on the orc’s back, forcing the brute to the ground.

A dwarf smiles broadly and chuckles as the petty noble raises his hand to strike him for the impudent remark. Quick as a flash, the dwarf shatters the bottle in his hand against the bar and brandishes it before the noble. The young dandy flinches, stumbles backward, and runs away as the dwarf turns back to the bar to order another round.

Wherever they come from, Monks trained in the Way of Killer Instinct live a rough and dangerous life that leaves them full of determination and reckless, either from overconfidence or desperation. In a fight they can channel this strength of character to dig deep and fight off foes with greater strength of numbers, arms, or armor than anyone else would think possible.

Advanced Martial Arts Training

Starting at 3rd level, you gain the following benefits as an example of your following abilities from your years of becoming a trained mixed martial artist.

  • You can add your Constitution modifier to your armor class when you are wearing light or no armor and are not using a shield.
  • Carousing, shadowboxing, and sparring all count as light activity for the purposes of resting for you. Additionally, once you have caroused in a settlement for 8 hours or more, you know all public locations in the city as if you were born and raised there and you cannot be lost by non-magical means while within the city.
  • When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike or grapple as a bonus action.
  • You have advantage on grapple checks.
  • Bloodied But Unbowed. When you take damage that reduces you to half your maximum hit points or less, you can use your reaction to gain temporary hit points equal to your Killer Instinct level + your Constitution modifier and you regain all expended ki points. You cannot use this feature again until you finish a long rest.

Ruthless Technique 

Your experience laying the beatdown on others has given you a instinct you can channel in the midst of battle. This swagger is represented by your Ki points referenced as Instinct points for the sake of this class. You can spend Ki points to fuel various Instinct features. You learn a plethora of skills and techniques that are used by the expenditure ki points. You learn more instinct features as you gain levels in this class.

    • Brace Up. You can use a bonus action and spend 1 Instinct/Ki point to brace for attacks. Roll your unarmed attack damage + your Killer Instinct level + your Constitution modifier and gain that many temporary hit points.
    • Stick and Move. You can use a bonus action and expend 1 Instinct/Ki point to make a shove attack or move away from enemy creatures without provoking opportunity attacks.
    • Compression Lock. When a creature attempts to break a grapple with you and succeeds, you can use your reaction and spend 2 Instinct/Ki points to force a creature to roll again. The creature must use the second result.
    • Quick Pin. When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction and spend 2 Instinct/Ki points to make a grapple attack instead of an opportunity attack.
    • To the Mat. You can use a bonus action and spend 3 Instinct/Ki points to make a grapple check against a creature within range or be grappling a creature already, have it make another check at disadvantage. If successful, the creature is also knocked prone.
    • Rear Naked Choke. When you have a creature that is grappled by you, you may spend 6 Instinct/Ki points, as you pull them into a rear naked choke. The creature then must make a constitution saving throw, if they fail, they take 1d10 bludgeoning damage and are now considered unconscious for a duration equal to their CON modifier as hours. The creature will wake up if it takes any damage, another creature uses an action to wake them, or if they wake up after the time limit.
    • Suplex. While standing and you have a creature grappled, you can force a strength check on the grappled opponent. You roll at advantage on this check if your HP is over half, and should your check beat your opponent you can Suplex the creature, dealing a number of Instinct/Ki points expended times a d10. This damage caps at 5 moxie points, and the creature that failed the check is now prone.

Reckless Abandon

Starting at 6th level, Before you make an attack roll with an unarmed strike that does not already have disadvantage, you can declare you are swinging wild haymakers. You make all attack rolls until the end of this turn with disadvantage and when you deal damage you do not roll, but use the maximum die result instead.

You also gain the following bonus actions:

  • Grit. You discover a strength inside you that can’t be broken. As a bonus action and 3 Instinct/Ki points, you gain resistance to bludgeoning, piercing, and slashing damage for one minute.

Psychotic Brutality

At 11th level, you count as one size larger than you are for the purposes of grappling. In addition, you can move your full movement speed when you are dragging or carrying a grappled creature your size or smaller.  You also have resistance to psychic damage and gain advantage on saving throws against effects that would make you stunned or unconscious.

When you use your Bloodied But Unbowed bonus action you can choose to also use this gain this benefit. If you do, you add your proficiency bonus to your damage with unarmed attacks for the next minute. You can use this feature again after you complete a long rest

Killer Instinct Unlocked

At 17th level, your Strength and Constitution ability scores increase by 2 to a maximum of 22.

Additionally, you also gain the following benefits:

- When you take a long rest you recover 2 levels of exhaustion instead of 1 and you regain all your expended hit dice instead of half your expended hit dice.

- Your mastery of grappling reaches its peak. While you have a creature grappled, you gain advantage on all attacks against it.

- When you make an unarmed strike or pugilist weapon attack against a creature you have grappled, you score a critical hit on a roll of 19 or 20.

- Your carrying capacity is doubled, and when you deal damage with a melee weapon or unarmed strike to an inanimate object that damage is doubled.

- Your standing jump distance is the same as your running start jump distance and you gain advantage on Strength, Dexterity, and Constitution saving throws when below 25% of your health till you recover above that percentage.

- And finally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result. You can do this a number of times equal to half your proficiency bonus.

Also once per long rest, when you have 4 levels of exhaustion or fewer and are reduced to 0 hit points, you regain half of your maximum hit points, half of your maximum moxie points, and gain a level of exhaustion. You cannot use this feature again until you finish a long rest.

Way Of Killer Instinct Image

Comments

Posts Quoted:
Reply
Clear All Quotes