Monk
Base Class: Monk

You are an acrobat who is used to being the muscle of the team. Therefore you're strong and resillient.

Specialized Ki

You choose one of the specialities below:

1. Agile flyer
You gain expertise in acrobatics.
Additionally your agility makes you great at dogding. You have advantages on all dex saving throws.

2. Solid Base
You gain expertise in athletics.
Additonally you gain 2 hit points per monk level. 

Agile flyer

You gain expertise in acrobatics.
Your agiloty makes you great at dogding. you have advantages on all dex saving throws.

Solid Base

You gain expertise in athelics.
Additonally you gain 2 hit points per monk level. 

Juggling

Instead of flurry of blows you gain the feature of juggling.

You can use your action to start juggling with up to 3 weapons that has the light or thrown property or objects weighing 2 pounds or less. you use both hands while juggling and you must maintain concentration on your juggling as if it was a spell until you use your action to throw all the projectiles at the same time. Making a separate ranged attack roll for each weapon. The projectiles deal your monk die in damage unless the juggled weapon would deal more damage. Additionally if you reduce the damage of a projectile to 0 with deflect missiles, while juggling, you can add that projectile to your juggleing.

When you gain the extra attack feature in lvl 5 you can add 2 weapons to your juggling.

Showmen's Talent

When you reach 6th level, you can choose one of the following talents. 
Additionally any damage dealt from juggling attacks counts as magical for the purpose of overcoming ressistances and immunities.

Contact juggling

As a bonus action you can spend 2 ki points to cast Enthrall in 2nd lvl. This version of the spell utalizes sight instead of hearing. 

Fire breather

You can channel the heat of your ki to breathe fire. 
As a bonus action you can spend three ki points to cast dragons breath on yourself at 2nd level but only with fire damage. 
Each additional ki point you spend raises the spells level by 1.
The maximum number ki points (3+ any additional points) that you can spend on the spell, equals half your monk level. 

Spinner

As a bonus action you can spend 1 ki point to spin your monk weapon.
Until the start of your next turn you can deflect missiles multiple times, no reaction required.
However you cannot throw back any missiles deflected in this way.
Additionally you can deflect missiles targeting any creature within 5 feet of you. 

Trick Roper

Wielding a rope in one free hand  you can use a bonus action and spend 1 ki point to try to grapple any creature or object within 15 feet of you. 

A targeted creature must succeed on a dexterity saving throw against your ki save DC or become restrained. On their next turn they can use their action to make a strength or dexterity check contested by your ki save DC to break free 

Additionally you have advangtage on Any checks made to lasso objects with a rope. 

Improved Speciality

You gain an improvement to the speciality you chose at 3rd level.

 

Agile Flyer Improvement

As part of your slowfall reaction you can land ontop of any creature within 5 feet of where you would have normally landed.
That creature must succeed on a dextery saving throw against your ki-save DC or take damage equal to the damage you've reduced with slow fall, and be knocked prone
One a succesful save the creature takes half damage is isn't knocked prone. 
Creatures of a size larger than yours are immune to the prone effect.

Solid Base Improvement

You can grapple as a bonus action.
You can use an action to toss any creature of your size or smaller that you are grappeling.
The rule for tossing distances are as stated below:
LONG TOSS
Move 10+ feet, and toss a number of feet up to your strengt score.
When you make a standing long toss, you can toss only half that distance.
HIGH TOSS
Move 10+ feet, and toss a number of feet equal to 3+ your streng modifier.
When you make a standing high toss, you can toss only half that distance.
If the creature in a high toss is willing, you may double the toss distance. 

Showtime

You can use a bonus action to double the modifier bonus of any one stat for 1 minute per ki point spend.


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