Monk
Base Class: Monk

Utilising whatever is around you, you strike at several heads as they charge towards you, throwing their own punches. They never connect, your speed and agility outdo their own at every turn. You are trained in many martial ways, your fists are as steel, you wits are quick as lightning, your body as fluid as water, and your tolerance high as the greatest bards. You are a monk in the Way of the Tavern, you are an expert at enjoying the fight, you throw yourself in at every chance, and you win almost every time.

Broken Chair Technique

Starting at 3rd level, you have become an expert in using what is around you to your advantage and your monk training has granted you the incredible ability to make these strikes count.

You gain proficiency with improvised weapons. Additionally, improvised weapons count as monk weapons for you.

Drunken Revelry

From 3rd level, you have spent such a large amount of time among the denizens of the tavern that you have learned a bit of the trade, and your experience with ale has improved your tolerance.

You gain proficiency with Brewer's Supplies and Constitution saving throws.

Ki-Projection Strikes

At 6th level, you have discovered that the same ability that allows your punches to strike immaterial things can be extended to whatever you wield.

Your attacks with improvised weapons are considered magical for the purpose of overcoming resistances and immunity to nonmagical attacks and damage.

Additionally, you gain a +1 bonus to attack and damage rolls with improvised weapons. This bonus increases to +2 at level 11 and +3 at level 16.

Multi Attack

Beginning at 11th level, you have become adept at fighting multiple enemies at once. The tavern is often full of fighters so of course you have to adapt to that.

When you take the Attack action on your turn and attack two different targets, you can immediately make an extra attack against one of the two targets you have already attacked as part of the same action.

Prepare for the Tavern

At 17th level, you know now that sometimes, particularly against large numbers of foes, the best offense is a defense that promotes it.

When you take the Dodge action on your turn, you enter a readied stance. While in this stance, if a creature misses you with an attack, you can immediately make an improvised weapon attack against that target. If the attack hits, it does not consume your reaction. You can only make this attack once on each creature's turn.

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