Base Class: Monk
Way of the General Monks have been trained in the art of warfare, and learning to control combat to their advantage. They may appear more stoic, and less emotional than others. Their primary concern however, is the success of combat and the welfare of their soldiers.
The spiritual essence of Ki represents itself to Way of the General Monks as guidance in tough times, inspiring them to make the right decisions. It may also be a representation of a previous commander, of a mentor or leader, or however you believe they’d comment themselves to the energy around them.
Martial Prowess
When you choose this archetype at 3rd level, you learn maneuvers that are fuelled by your Ki.
Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
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 Modifier
Ambush
When you make a Dexterity (Stealth) check or an initiative roll, you can expend one ki point and roll with advantage, provided you aren’t incapacitated.
Bait and Switch
When you're within 5 feet of a creature on your turn, you can expend one ki point and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.
Until the start of your next turn, you or the other creature (your choice) gains a +3 bonus to AC.
Brace
When a creature you can see moves into your melee range, you can use your reaction to expend one ki point and make one attack against the creature.
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 ki point. That creature can immediately use its reaction to make one weapon attack.
Disarming Attack
When you hit a creature with an attack, you can expend one Ki Point to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. 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 Ki Point to distract the creature, giving your allies an opening. 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 Ki Point 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.
Goading Attack
When you hit a creature with an attack, you can expend one Ki Point to attempt to goad the target into attacking you. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Grappling Strike
Immediately after you hit a creature with a melee attack on your turn, you can expend one ki point and then try to grapple the target as a bonus action. You can add your proficiency bonus to your Athletics Check.
Maneuvering Attack
When you hit a creature with an attack, you can expend one ki point to maneuver one of your comrades into a more advantageous position. 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.
Menacing Attack
When you hit a creature with an attack, you can expend one ki point to attempt to frighten the target. The target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Parry
When another creature damages you with a melee attack, you can use your reaction and expend a ki point to reduce the damage by your Proficiency Bonus + your Dexterity Modifier.
Precision Attack
When you make an attack roll against a creature, you can expend one ki point and add your Wisdom Modifier to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Pushing Attack
When you hit a creature with an attack, you can expend one ki point to attempt to drive the target back. 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.
Rally
On your turn, you can use a bonus action and expend one ki point 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 advantage on either all attack rolls, saving throws or ability checks (your choice) until the end of your next turn.
Riposte
When a creature misses you with a melee attack, you can use your reaction and expend one ki point to make a melee weapon attack against the creature. If you hit, add your Wisdom modifier to the damage roll.
Sweeping Attack
When you hit a creature with an attack, you can expend one ki point to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to your proficiency bonus. The damage is of the same type dealt by the original attack.
Trip Attack
When you hit a creature with an attack, you can expend one ki point to attempt to knock the target down. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Artisanal Training
Also at 3rd level, you gain proficiency with one artisan tool of your choice.
Supportive Commander
Starting at 6th level, you can bolster your allies in combat. When you spend a ki point to flurry of blows, you can harness the energy and choose one creature of your choice within 30ft of you to gain temporary hit points equal to 1d8 + your Wisdom Modifier.
Striking Defence
Starting at 11th level, you can gain a brief glimpse into an opponents defences. When you use a maneuver against a target, you gain a brief glimpse into the targets defences. You learn their AC and current HP total, and one of their saving throw modifiers.
You can use this feature twice per short rest.
Combat Control
Starting at 17th level, you learn to shift the battle field in your favour. As a reaction, you can add or subtract (your choice) the value of your wisdom modifier from an attack roll, ability check or saving throw that any creature that you can see makes.
You can use this feature twice per short rest. You may spend 3 ki points to gain an additional use.







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