Monk
Base Class: Monk

Pioneered by the enigmatic World Warrior, a mysterious traveling monk who wandered the streets of many kingdoms looking for a worthy challenger, the Way of the Fighting Game Character is less of a defined tradition and more of an eclectic approach to martial arts. Its principles can be applied to various styles, enabling its practitioners to benefit from it regardless of their background. What they all have in common, however, is an unmatched fluidity that lets them string together long chains of attacks; some are heroic, some are more villainous, but the way instills a desire in them to push their limits in pursuit of their dreams.

Their are very few stationary Way of the Fighting Game Character monasteries. Most of its adherents learn from a traveling monk, who they accompany on their journey, while still others fall into the way naturally as they wander about looking for a challenge. They pick some of the tricks and practices from each of the cultures they come into contact with, giving them a well-rounded base to build off of. In time, their diverse skill set and quest for a worthy rival makes them legends of their own.

Well Traveled

Way of the Fighting Game Character monks come from diverse backgrounds, and have typically traveled from a distant kingdom to the place where they truly begin their adventure. You wide travels and minor adventures have given you proficiency with an artisan tool of your choice and the ability to speak, read, and write your choice of language.

Combo Technique

Starting when you choose this tradition at 3rd level, you gain an attack that has different effects based on how many times you've hit the target this turn and when you use it. Lightning fast and fluid, you can insert it into your chain of attacks at any point without interrupting your flow. It deals 1d4 Bludgeoning damage and is treated as an unarmed strike, and gives you 5 ft. movement speed until the end of your turn.

If you've not used Flurry of Blows, your next attack against the target this round is made with advantage. If you have used Flurry of Blows, the target's next attack against you this round is made with disadvantage.

For the number of times you've hit the target this turn:

  • 0: Moving within reach of the target does not provoke attacks of opportunity against you this round.
  • 1: This attack deals Wisdom modifier extra damage.
  • 2: You can reroll the damage die for this attack and use either one.
  • 3: This attack can critically strike on a roll of 19-20.
  • 4: This attack deals an extra die of damage on a critical hit.
  • 5: This attack automatically hits.
  • 6: This attack automatically is a critical hit if it lands.
  • 7+: Choose two effects from the above for this attack besides this one.

Combo Breaker

At 6th level, you've learned how to use your quick reaction speed to interrupt the momentum of those attacking you and deflect strikes. You gain one of the following defensive tactics: opportunity attacks against you are made with disadvantage; when a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn; advantage on saving throws against forced movement or being knocked Prone.

Equilibrium

Advantage on saving throws against forced movement or being knocked Prone.

Quicksilver

Opportunity attacks against you are made with disadvantage.

Resilient Adaptation

When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

Counter Strike

Beginning at 11th level, your defensive prowess has grown and allows you to strike back when an opponent misses an opportunity. When a creature misses you with a melee attack or fails a Grapple attempt, you regain a use of your Combo Technique and can make a Martial Arts attack against it using your Reaction.

Fatality

At 17th level, you can strike with brutal, potentially lethal force. When you attack a creature that has at least one head with a Martial Arts attack and roll a 20 on the attack roll, you destroy one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to your attack's damage type, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be destroyed by your attack. Such a creature instead takes an extra 4d8 damage from the hit, and is Paralyzed for one round.

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