Monk
Base Class: Monk

You have trained in such a way that you are optimally fit to excell in any contest of physique. While some may solely focus on strength, being able to lift weights and throw javelins quite easily, you understand the logic and science behind it, knowing how to move your body for optimal weight lifting and the precise angle to launch the javelin.

 

Athletic Performer

Starting when you choose this tradition at 3rd level, you gain proficiency in one of the following skills of your choice: Athletics, Acrobatics, or Performance.

Acrobatics

You gain proficiency in Acrobatics.

Athletics

You gain proficiency in Athletics.

Performance

You gain proficiency in Performance.

Games Training

Also at 3rd level, you have trained for specific events in the Great Games. You gain the benefits of two events below of your choice. You learn one additional event of your choice at 6th, 11th, and 17th level. Whenever you learn a new event, you can replace one event that you already know with a different event.

Archery. You gain proficiency with the longbow and it is treated as a monk weapon for you. Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.

Boxing. Once per round, when you hit with an unarmed strike, you can deal additional damage equal to a roll of your Martial Arts die.

Chariot Racing. You gain proficiency in Animal Handling and with Vehicles (Land). You have advantage on ability checks and saving throws made to maintain control of your mount or vehicle and to avoid being knocked off your mount or vehicle.

Discus/Javelin Throw. Attacking at long range doesn't impose disadvantage on your thrown weapon attack rolls and you can draw a weapon that has the thrown property as part of the attack you make with the weapon.

Jumping. Your long and high jump distances are doubled. You can use Strength or Dexterity when determining your jump distance.

Marathon. You have advantage on saving throws against exhaustion and when you take the Dash action on your turn, difficult terrain doesn't cost you extra movement on that turn.

Triathlete. You gain climb and swim speeds equal to your walking speed.

Weight Lifting. Your carrying capacity and the weight you can push, drag, or lift is doubled. You have advantage on ability checks and saving throws made against being moved or knocked prone.

Wrestling. You have advantage on ability checks made to grapple creatures and to escape grapples.

Archery

You gain proficiency with the longbow and it is treated as a monk weapon for you. Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.

To update the sheet with making a Longbow you have a Monk Weapon, you will need to manually update the Attack Action for the longbow with the stats it should have due to DNDBeyond limitations.

 

Boxing

Once per round, when you hit with an unarmed strike, you can deal additional damage equal to a roll of your Martial Arts die.

Chariot Racing

You gain proficiency in Animal Handling and with Vehicles (Land). You have advantage on ability checks and saving throws made to maintain control of your mount or vehicle and to avoid being knocked off your mount or vehicle.

Discus/Javelin Throw

Attacking at long range doesn't impose disadvantage on your thrown weapon attack rolls and you can draw a weapon that has the thrown property as part of the attack you make with the weapon.

Jumping

Your long and high jump distances are doubled. You can use Strength or Dexterity when determining your jump distance.

Marathon

You have advantage on saving throws against exhaustion and when you take the Dash action on your turn, difficult terrain doesn't cost you extra movement on that turn.

Triathlete

You gain climb and swim speeds equal to your walking speed.

Weight Lifting

Your carrying capacity and the weight you can push, drag, or lift is doubled. You have advantage on ability checks and saving throws made against being moved or knocked prone.

Wrestling

You have advantage on ability checks made to grapple creatures and to escape grapples.

Competitive

At 6th level, when you would lose a contested ability check, you can spend 1 ki point to reroll the check. You must use the new result.

Good Sportsmanship

Beginning at 11th level, as an action, you can challenge a creature you can see within 60 feet of you to a fair fight. The target must make a Wisdom saving throw or not be able to have advantage or disadvantage on attacks against you for 1 minute. During this time, you cannot have advantage or disadvantage on attacks against it. You can spend 1 ki point to use this feature as a bonus action, instead of an action.

Peak Perfection

At 17th level, your Strength, Dexterity, and Constitution scores increase by 2. Your maximum for those scores also increases by 2.

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