Base Class: Monk
He is
Martial Arts Mastery
At 3rd level, you adopt and practice a new, higher form of mastery over martial arts that use widely applied uses of martial art now included in your discipline.
- You can now roll a d6 as your martial die, this increases to a d8 at 5th level, 2d6 at 11th level and 3d6 at 17th level.
- When a creature misses you with a melee attack, you can use this time to counter attack, applying a martial arts fundamental to use your reaction to make a melee weapon attack against the creature.
- Your Step of the Wind feature no longer costs ki points.
- You get to pick one fighting style from the included list of fighting styles.
Ki Empowerment
Maneuvers. You learn three maneuvers of your choice. These maneuvers are detailed in a later feature. Many maneuvers are shared with the Battle Master class and enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 6th, 11th, and 17th level. Each time you take a long rest, you may replace one of your maneuvers, spending the whole night training in that maneuver and only getting a short rest.
Empowerment Dice. You have empowerment dice equal to half of your amount of Ki points + Your Wisdom Modifier. (Minimum 0) Empowerment dice, they are equal to your martial dice. (Starting at 1d6.) You may use ki points in place of your empowerment dice, but the roll is treated as a 1.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Wisdom or Dexterity modifier (your choice)
Movement Mastery
Starting at 6th level, you have gained more control over your own body, weight and momentum. As such, you gain the following benefits:
Misdirection. When a creature misses a melee attack against you, instead of doing an unarmed strike you may choose someone within 5 feet to direct the attack to hit instead. Additionally, deflect missiles can be used when a ranged attack misses you and no longer has a ki cost associated with the follow up attack.
Movement preservation. You've learned to not waste any movement during your strikes. On any given turn where you do not spend a ki point or empowerment die, you gain one ki point and one empowerment die.
Mind of Mercury
Starting at 11th level, you’ve honed your awareness and reflexes through mental aptitude and pattern recognition. Once per turn, if you’ve already taken your reaction, you may spend 1 ki point to take an additional reaction. You can use only one reaction per triggering effect.
Mystical Erudition (Additional)
You gain an additional language and an additional skill proficiency from the above list (or you can double the bonus of an existing proficiency from the list) at 11th level.
Debilitating Barrage
Upon reaching 17th level, you’ve gained the knowledge to manipulate a creature’s ki to undermine their fortitude. When you hit a creature with an unarmed strike, you can spend 3 ki points to cause the creature to gain vulnerability to one damage type of your choice for 1 minute, or until the end of a turn in which it has taken damage of that type.
If a creature has resistance to the damage type you choose, this resistance is suppressed for 1 minute, rather than gaining vulnerability. A creature that is immune to the damage type you choose is unaffected. A creature who is affected by this feature cannot be affected by it again for 24 hours.
Fighting Style
Fighting styles are displayed in alphabetical order.
Blind Fighting.
You have blindsight with a range of 15 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Defensive fighting.
While you are wielding a weapon you are proficient in, you gain a +1 bonus to AC.
Dueling.
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Grappling.
When attempting a grapple, you may deal bludgeoning damage equal to one roll of your martial dice on success.
At the start of each of your turns, you can deal your martial dice amount of bludgeoning damage to one creature grappled by you.
Interception.
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Ranged Fighting.
You gain a +2 bonus to attack rolls you make with ranged weapons.
Thrown Weapon Fighting.
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
You may also add 2 to a ranged attack with a thrown weapon's damage roll.
Two-Weapon Fighting.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Maneuvers
These maneuvers are listed in alphabetical order. Maneuvers enhance an ability in some way, or give you a new ability to use.
Advise
On your turn, you can use a bonus action and expend one empowerment die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the empowerment die roll + your Wisdom modifier.
Brace.
When a creature you can see moves into the reach you have with the unarmed or melee weapon you're wielding, you can use your reaction to expend one empowerment die and make one attack against the creature, using that weapon. If the attack hits, add the empowerment die to the weapon's damage roll.
Commander's strike.
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one empowerment die. That creature can immediately use its reaction to make one weapon attack, adding the empowerment die to the attack's damage roll.
Disarming Strike.
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority 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 weapon attack, you can expend one empowerment die to distract the creature, giving your allies an opening. You add the empowerment die to the attack's damage roll. 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.
Feinting Attack.
You can expend one empowerment die 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 the empowerment die to the attack's damage roll.
Grappling Strike.
Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.
Lunging Attack.
When you make a melee weapon attack on your turn, you can expend one empowerment die to increase your reach for that attack by 5 feet. If you hit, you add the empowerment die to the attack's damage roll.
Maneuvering Attack.
When you hit a creature with a weapon attack, you can expend one empowerment die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack, likely to listen to your suggestion.
Menacing Attack.
When you hit a creature with an unarmed or weapon attack, you can expend one empowerment die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Momentum Strike
When you move and attack in the same turn, you can use one empowerment die to add 1d6 for every 5 feet you move before the attack + the roll of your empowerment die. You must make a dexterity saving throw to stay on your feet after throwing all your weight into the attack. The DC is 10 + 1 for every 5 feet you have moved. On failed save, you are knocked prone at the end of your turn.
Parry.
When another creature damages you with a melee attack, you can use your reaction and expend one empowerment die to reduce the attack roll by the number you roll on your empowerment die + your Dexterity modifier, potentially turning the hit into a miss.
Pushing Attack.
When you hit a creature with a weapon attack, you can expend one empowerment die to attempt to drive the target back. You add the empowerment 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 push the target up to 15 feet away from you..
Quick Toss.
As a bonus action, you can expend one empowerment die 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 empowerment die to the weapon's damage roll.
Trip Attack
When you hit a creature with a weapon attack, you can expend one empowerment die to attempt to knock the target down. You add the empowerment 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.







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Posted Aug 13, 2024Is this just the battlemaster fighter but monk?