Monk
Base Class: Monk

gain Ac from most mundane items , hit your enemy with chairs or just throw them into each other util they all die

Improvised Technique

You are trained to use whatever is available to solve your problems, you gain this benefit at level 3:

When you stand next to an object that you can move and give you some cover you gain 1AC. (like a shield, light table or chair ask you DM ) .
any object that you can hold with one hand count as monk weapon for you, DM decide what type of damage it deals.

Bonus Proficiencies

When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don’t already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester.

Fast kick

At 3rd level, you learn how to twist and turn quickly, as part of your weapon attack if you hit. once per turn you'r as part of the attack you can try to kick as an unarmed attack dealing 1d4 bludgeoning damage.

at the 5th level, you can do that with two attacks, and at the 7th level, you can do it 3 times.

(as a free action )

All is weapon

Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.

Redirect Attack:

When a creature who is large or smaller misses you with a melee attack roll, can spend 2 ki points as a reaction to throw him, he must make a Strength saving throw at a failure you throw him at another that is within 10ft , he takes 1d4 damage and he counts as a monk weapon you make a ranged attack to see if you hit , if hit the second target take damage depend on the size .

if you throw large you deal 1d6+PP
if you throw medium you deal 1d6
if you throw small you deal 1d4

or you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.

Surrounding controlee

Starting at 11th level, your experienced in combat, and won't fall on the enemy traps twice.

when an enemy moves within 5ft from you, and there is at least one more enemy within 5ft as a reaction you can spend 2 ki points to hit all enemies around you, all creatures within 5ft you choose to have to make a dexterity save or take 1d6 + dex modifier damage and pushed 5ft back.

after getting hit, you gain resistance against the damage (bludgeoning, slashing, or stabbing ) type until the end of your turn.

at 15 level after you get hit again with a damage type that you have resistance against you gain the benefit of dodge action against the same type util the end of your turn.

Martial prowess

At 17th level, you gain the ability to make an overwhelming number of attacks.

When you use your Flurry of Blows, you can add a maneuver effect to the attack. you can add 2 superiority for every 1 ki you spend.

You have martial training that allows you to perform special combat maneuvers, You gain the following benefits:

You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

 

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