Monk
Base Class: Monk

Monks of the Way of Surrounded Awareness learned to observe and manipulate their surrounding environment. They learn style of alley brawling by observing the streets folk. By practicing fighting in an everchanging surroundings and combining the use of “dirty tricks” they ensured themselves to never be fully cornered and never unprepared.

Street Rat

3rd-level Way of Surrounded Awareness feature

Choose one of your Wisdom based skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.

In addition, you gain proficiency with one artisan’s tool kit of your choice.

Unprepared Arsenal

3rd-level Way of Surrounded Awareness feature

You gain proficiency with improvised weapons.

 You can use your Dexterity modifier for attack/damage delt with an improvised weapon, the damage of the weapon is equal to your Martial Arts die.

As a bonus action you can spend 1 ki point to search for a weapon on an d100 improvised weapons table.

If you use a bonus action to search for a different weapon, your previous weapon will be dropped.

Different weapons have different properties correlated to them:

- Heavy: After a successful attack you can push an enemy 10ft away from you.

- Light: Once per turn you can make one additional attack as a part of your action.

- Throwing: Gives you range 30/60.

- Reach: Your reach is 10ft. After a successful attack you can pull an enemy 5ft towards you and make them fall prone.

- Blinding: Can’t be used as a weapon. Once per turn instead of one of your attacks you can force one enemy within 5 feet of you make a Dexterity saving throw, on a failed save an opponent will be blinded till the end of your next turn.

Not Unfamiliar Surroundings

6th-level Way of Surrounded Awareness feature

Your improvised weapons are now counts as a magical weapon for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

As a bonus action, or as part of the bonus action you take to search for a weapon, you can spend 1 ki point to infuse additional special abilities based on its correlated properties:

- Heavy: You gain +1 to your Armor Class.

- Light: When an opponent within 5 feet of you misses an attack you can use your Reaction to make one attack with advantage against that opponent.

- Throwing: Your weapon can deal radiant/necrotic/poison/psychic or thunder damage instead.

- Reach: The enemy will provoke attack of opportunity when they enter your reach.

- Blinding: While blinded by your weapon an enemy cannot provoke attacks of opportunity on you.

Not Chosen But Found

11th-level Way of Surrounded Awareness feature

When hitting a critical hit with your improvised weapon you can add an additional damage die.

As a bonus action, or as part of the bonus action you take to search for a weapon, you can spend 1 to 3 additional ki points to add a +1 to +3 to your weapon attack/damage accordingly.

Stumbling Into Success

17th-level Way of Surrounded Awareness feature

Whenever you roll on the Improvised Weapons Table, you can roll twice, and choose your weapon. If both weapons have the same property, you can choose any weapon.

The area within 20 feet of you is considered to be a difficult terrain for any creature of your choosing.

Improvised Weapons Table

(Depending on the environment you can choose the appearance of your weapons):

d100

Improvised Weapons

Damage Type

Weapon’s Property

1-2

Plank

Bludgeoning

Heavy

3-4

Pair of Sticks

Bludgeoning or Piercing

Light

5-6

Tableware

Piercing

Throwing

7-8

Rope (with a hook at the end)

Bludgeoning or Slashing

Reach

9-10

Ragged Cloth

--

Blinding

11-12

Log

Bludgeoning

Heavy

13-14

Books

Bludgeoning

Light

15-16

Bones of an Animal

Piercing

Throwing

17-18

Stairs

Bludgeoning

Reach

19-20

Sand

--

Blinding

21-22

Broken Longword

Bludgeoning or Slashing

Heavy

23-24

Shoes

Bludgeoning

Light

25-26

Rocks

Bludgeoning

Throwing

27-28

Broom

Bludgeoning or Piercing

Reach

29-30

Spectacles

--

Blinding

31-32

Picture Frame

Bludgeoning or Slashing

Heavy

33-34

Bricks

Bludgeoning

Light

35-36

Coins

Bludgeoning or Slashing

Throwing

37-38

Shovel

Bludgeoning or Slashing

Reach

39-40

Broken Glass

--

Blinding

41-42

Box

Bludgeoning

Heavy

43-44

Dolls

Bludgeoning

Light

45-46

Cosmetic Kit

Slashing or Piercing

Throwing

47-48

Tree Branch

Bludgeoning

Reach

49-50

Ink Jar

--

Blinding

51-52

Big Vegetable

Bludgeoning

Heavy

53-54

Bottles

Slashing or Piercing

Light

55-56

Nails

Piercing

Throwing

57-58

Wooden Prosthetic Limb

Bludgeoning

Reach

59-60

Bouquet of Flowers

--

Blinding

61-62

Filled Bag

Bludgeoning

Heavy

63-64

Petrified Rodents

Bludgeoning

Light

65-66

Vegetables

Bludgeoning

Throwing

67-68

Dirty Cape

Bludgeoning

Reach

69-70

Bag of Fine Dust

--

Blinding

71-72

Broken Wheel

Bludgeoning

Heavy

73-74

Bones of a Large Animal

Bludgeoning or Piercing

Light

75-76

Deck of Very Sharp Playing Cards

Slashing

Throwing

77-78

A Belt

Bludgeoning

Reach

79-80

A Hat

--

Blinding

81-82

Broken Statue

Bludgeoning

Heavy

83-84

Musical Instruments

Bludgeoning

Light

85-86

Playing Ball (Goes back after attack)

Bludgeoning

Throwing

87-88

A Broken Bow/Heavy Crossbow

Bludgeoning or Piercing

Reach

89-90

Pickled Jar

--

Blinding

91-92

Encyclopedia

Bludgeoning

Heavy

93-94

Statuettes

Bludgeoning

Light

95-96

Toys

Bludgeoning

Throwing

97-98

Backpack

Bludgeoning

Reach

99-00

Jewelry

--

Blinding

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