Monk
Base Class: Monk

Where other ways of monastic tradition teach their pupils to become masters of using the magical force in all living things, the tradition known as the Way of the Square Ring teaches its urban bound students to become unrelenting, unstoppable forces of strength and muscle. They learn to overpower the strongest foes and to withstand blows much stronger than themselves, to throw punches that throw foes off of their game, and ultimately master the king of punches. The last word in the debate of a fight. The students of this school stand up against the harsh system of a civilized world, fighting against a world that tries to keep them under others. What they learn is that when you don't have any further to fall, it's a hell of a lot easier to stand back up.

Breaking Tradition

When you take this tradition at 3rd level, you can add your Constitution modifier to your Dexterity and Wisdom modifiers for you Unarmored Defense feature.

I Didn’t Hear No Bell

At 3 level, when reduced to 0 HP, you can make a CON save to instead remain standing with 1 HP.

The first time this is done in a single encounter, the DC for the CON Save is 10. The second time, the DC increases to 15. The third time, the DC is raised to 20. The fourth time, it goes up to 25. After the fourth time of having this happen in one encounter, or failure of the Saving Throw at any time, this feature is unavailable for the rest of the encounter.

Through the Wringer

Starting at 3 level, as a reaction to taking damage, you can spend 1 ki point to gain resistance to the damage type dealt by one attack or a singular damaging effect until the start of your next turn.

Jab

Starting at 6 level, before you make unarmed strike you can spend 1 ki point and designate it as a Jab. When you do so, you gain a +5 bonus to the attack roll for this attack. Should this attack hit, it will deal half damage (rolled divided by 2).

In addition, upon reaching 11 level, if your Jab hits, you are able to spend an additional ki point and make a free unarmed strike with advantage (this does NOT count as a Flurry of Blows or bonus action but does incur the attack with advantage).

Float Like a Butterfly

At 6 level, your experience in fights has to lead you to the realization that a stronger opponent’s power can be used to their detriment. You gain the following reaction options:

 

Feint: When a creature makes an attack roll against you, you may spend 1 ki point and gain a +2 to your AC, potentially causing the attack to miss.

Duck and Dash: When a creature misses you with a ranged attack, you can spend 1 ki point to move up to half your speed towards the creature.

Counter: If an enemy within 5 feet of you targets and misses you with an attack, you can use your reaction and spend 1 ki point to make an unarmed strike against the enemy, with a +5 to the damage.

Sting Like a Bee

At 11 level, you can spend 3 ki points and use any of the following power punches when you land a critical hit with an unarmed strike (in place of any additional Critical Success effects - aside from damage).

 

Liver Blow: You force the creature to make a Constitution saving throw or be incapacitated until the end of your next turn.

Gazelle Punch: You force a Large or smaller creature back 5ft. They then must make a Strength saving throw or be pushed back an addition 10ft.

Haymaker: You roll the damage die of your unarmed strike twice when determining damage for this attack.

 

Additionally, anytime you have advantage on an attack roll against a creature, you have a Critical Hit range of 18-20.

 You may learn new Power Punches from various places in the world but this is ultimately up to your DM's discretion. New Power Punches should be no stronger then the ones presented here.

K.O. Punch

Starting at 17 level, you build up a K.O. Gauge against an individual opponent by landing blows against them. Connecting with an attack against an enemy increases your meter by 5, while hitting with a critical hit increases your meter by 10. When your gauge reaches 100, you can attempt a K.O. Punch. Make an unarmed strike as a Power Punch against that creature, on a hit the target must make a Constitution saving throw. On a failed save, provided the target has 100 or fewer hit points, the target drops to 0 hit points. On a successful save or if the target has more than 100 hit points, they take an additional 10d10 bludgeoning damage from the unarmed strike. If the attack misses the target, the target takes 5d10 bludgeoning damage and must succeed on a Wisdom saving throw against your Ki Save DC or become frightened of you for 1 minute as the force behind the attempted blow strikes fear into their heart. Your K.O. Gauge resets to 0 after a K.O is attempted, when you make an unarmed attack against a different creature, your chosen foe is killed, when the encounter is over, or when you fall unconscious.

Previous Versions

Name Date Modified Views Adds Version Actions
5/2/2022 3:39:40 AM
2
1
1
Coming Soon
5/2/2022 4:30:12 AM
1
0
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes