Monk
Base Class: Monk

these Monks train hard on making sure none of their moves are wasted.

Monk Maneuvers

 at lvl 3 - pick 3 maneuvers, lvl 6- pick 3, lvl 11 - pick 3, lvl 17 -  pick 3

maneuvers can be used = to proficiency bonus. 

Ambush

When you make a Dexterity (Stealth) check or an initiative roll, you can use one maneuver point and add your martial arts die to the roll, provided you aren’t incapacitated.

Block

When another creature damages you with a melee attack, you can use your reaction and expend one maneuver point to reduce the damage by the number you roll on your martial arts die + your Dexterity modifier.

Disarming Attack

When you hit a creature with a melee attack, you can expend one maneuver point to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. add a martial arts die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Distracting Strike

When you hit a creature with a melee attack, you can expend one maneuver point to distract the creature, giving your allies an opening. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Evasive Footwork

When you move, you can expend one maneuver point, roll a martial arts die and adding the number rolled to your AC until you stop moving.

Feinting

You can expend one maneuver point and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add a martial arts Die to the attack’s damage roll.

flying kick

you move towards a enemy 10ft and attempt to knock the enemy prone, ki dc save

Grappling Strike

Immediately after you hit a creature with a melee attack on your turn, you can expend one maneuver point and then try to grapple the target as a bonus action (see the Player’s Handbook for rules on grappling). Add a martial art die to your Strength (Athletics) check.

improved deflect missile

updated to include friendly within 5ft

Quick Toss

As a bonus action, you can expend maneuver point and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the martial arts die to the weapon’s damage roll.

Switch places

When you’re next to an ally on your turn, you can expend maneuver point to switch places.  This movement doesn’t provoke opportunity attacks.

Trip Attack

When you hit a creature with a melee attack, you can expend one maneuver point to attempt to knock the target down. You add the martial arts die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

tuck n' roll

reaction attempt to roll out of the way of an attack,  the attacker rolls with disAdvn.

whirlwind kicks

attack every enemy within 5ft or within reach of melee weapon. separate rolls for each target

stances

while training the monk can specializes in one of the following stances. choose one stance to be your base stance the others can be  switched to during combat  as a bonus action for a separate effect

Immovable Stance - base stance- a defense stance that increases AC +strength bonus, if not base stance - attacker has disadvantage on the first attack

Tiger Stance -base stance -  an alerted stance advantage on initiative roll, if not base stance - can't be surprised by sneak attack(no sneak attack damage)

Mantis Stance - base stance - a purely offenses stance +1 to attack roll, if not base stance unarmed strikes cause slashing damage

agile and strong Expertise

upon choosing this subclass you are expertise in Acrobatics and Athletics.

ki impowered maneuvers

3lvl -spend one ki point to 2x the damage die rolled if you use a maneuver

6lvl- spend 2 ki points to 3x  the damage die rolled if you use a maneuver

11lvl spend 3 ki points to 4x the damage die rolled if you use a maneuver

17lvl spend 4 ki points to 5x the damage die rolled if yo use a maneuver

monk maneuvers

pick another 3 from maneuver list

monk maneuver

pick another 3 maneuvers from list

monk maneuvers

pick another 3 maneuvers from the list

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