Monk
Base Class: Monk

A homebrew class created by Syn Deathroc. 

Bonus Proficiencies

At 3rd level you gain proficiency with Athletics and Intimidation. Additionally, you gain proficiency with improvised weapons, and any improvised weapons you use are considered Monk weapons. 

Combo Strikes

Starting at level 3, you become an unrelenting fighter as you learn to chain your attacks into combos. Every turn you deal damage to an enemy with a monk weapon or unarmed attack, you gain +1 to attack rolls and damage against the same enemy. These bonuses stack to +5. You retain these bonuses until you are incapacitated, the target you are attacking is reduced to 0 HP, a round passes and you have not attacked the target, or you attack a different creature.

Brutal Blows

By 6th level, you have become  a truly vicious combatant, pulling no punches as you incorporate brutal techniques into your fighting style. While you have your +5 bonus from Combo Strikes, you roll a critical hit on a 19 or 20.

Additionally, you gain access to new techniques that use your ki points, listed below.

  • Crippling Strike: When you hit a creature with a monk weapon or unarmed attack, you can expend 4 ki points to attempt to cripple the target. The creature must succeed a Constitution saving throw against your Monk DC or be crippled for one minute. If they fail, the target's movement speed is halved, it cannot take reactions, and it has disadvantages on attack rolls, as well as Strength and Dexterity-based ability checks and saving throws. Regardless of how many attacks it can make, it can only make one until it is no longer crippled. The creature can attempt to make the saving throw at the end of each of its turn, ending the effect upon success. 
  • Expose Weakness: When you hit a creature with a monk weapon or unarmed attack, you can expend 3 ki points to expose a weakness in the target's defenses. The creature make an Acrobatics or Deception check (DM's discretion) contested by your Perception check. If the creature fails, it suffers a -2 penalty to its AC until the start of your next turn. You cannot affect the same creature with this option more than once per turn. 
  • Gouge: When you hit a creature with a monk weapon or unarmed attack, you can expend 1 ki point to gouge out the target's eyes. Creatures that do not have eyes to strike are immune. The creature must succeed on a Constitution saving throw, or become blinded for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect upon a success.
  • Internal Bleeding: When you hit a creature with a monk weapon or unarmed attack, you can expend up to 5 ki points to cause the target to hemorrhage internally; a creature without blood or similar vital fluids are immune to this effect. At the start of a creature's turn, roll a number of Martial Arts die equal to the number of ki points spent. The target must make a Constitution saving throw. On a failure, the creature loses an amount of hit points equal to the total rolled, or half on success. You cannot affect the same creature with this option more than once a turn. 
  • Knockout: When you deal damage with a monk weapon or unarmed strike, you can expend 5 ki points to deal a nonlethal knockout blow. The creature must be succeed a Constitution saving throw or be knocked unconscious for 1 minute. The target awakens if it takes any damage, or if another creature uses its action to shake or slap it awake. You cannot affect the target with this option more than once per turn. 
  • Leg Sweep: In place of a regular attack, you can perform a sweeping strike that knocks an opponent off its feet. Rather than making an attack roll, you can expend 2 ki points to force all creatures with 5 feet of you to make a Dexterity saving throw. Huge and Gargantuan-sized creatures automatically succeed. On a failed save, a creature takes damage as if you used an Unarmed Strike and is knocked prone. On a successful save, the creature takes half damage and is not knocked prone. This attack does not affect the bonus granted by Combo Strikes. 

Bloodied but Unbroken

At 11th level, you've learned to power through the pain and survive all but the most immediately fatal of wounds. You gain resistance to non-magical bludgeoning, piercing, and slashing damage, and have advantage on all saving throws you make against being paralyzed or stunned.

When you take damage of any kind except psychic, you can use your reaction to expend up to 10 ki points to reduce the damage. You roll a number of Martial Arts die equal to the amount of ki points spend, and reduce your damage taken by the total rolled plus your Constitution modifier (mimimum of 1).

When you are reduced to 0 hit points, you can make a Constitution saving throw equal to 10 or half of the attack's damage (whichever is higher). On a success, you instead drop to 1 hit point. You can use this feature a number of times equal to your proficiency bonus.

Finishing Flourish

At 17th level, you become a master of martial arts and delivering a gory killing blow. As an action, you can make a melee attack with a monk weapon or unarmed strike against a creature that has half its health or lower. You must declare you are making a Finishing Flourish before you know if the creature may be affected, or make a Medicine check against the creature's Deception check to determine it. If the attack hits and the creature is a valid target, the creature makes a Constitution saving throw against your ki save DC. On a failure, the creature is killed outright. On a success, the creature takes one automatic critical hit that ignores damage resistances. You may use this feature, success or failure, a number of times equal to your Dexterity modifier per long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes