Base Class: Monk
The way of the fleeting fist uses movement and footwork to disorient and confuse the enemy into a more vulnerable state.
Distracted Attacks
When you take the tradition at 3rd level, you gain the ability to strike when your enemy is least expecting it. when you make an unarmed strike or martial arts weapon attack with advantage, you can add an extra 1d6 damage to the attack damage.
this damage increases to 2d6 at 6th level, 3d6 at 11th, and 4d6 at 17th level.
Distracting Movement
When you take this tradition at 3rd level you gain the ability to use your ki to empower your movement to distract your enemies. you gain the following benefits:
Dodging Attacks: While you are within 5ft of an enemy that takes the attack action against you, you can spend 1 ki to use your reaction to add a +5 to your AC. if this causes the attack to miss you can move to another point within 5ft of the enemy and gain advantage on all your attacks till the end of your next turn.
Dash Attack: immediately after you take the dash action, you can spend 1 ki point to make an unarmed strike with advantage.
Disorientating Strikes: when you make an unarmed strike or martial arts attack, you can spend 1 ki point to disorientate the target causing all attacks against that creature to be at advantage until the end of its next turn.
Pushing Attack
At 6th level, you gain the ability to use your ki to push your enemies making them easier to hit. When you make an unarmed strike, you can spend 1 ki point to force the target to make a Constitution saving throw or be forced to move up to 15ft away from you. If the creature hits an object while moving it takes 5d6 bludgeoning damage and falls prone.
Jump Strike
At 11th level, you gain the ability to do a jumping attack that can disorientate an enemy as you hit them from a place they are not used to. As an action, you can spend 3 ki points to jump 15ft up and can move 10ft in any direction, this movement does not trigger opportunity attacks, when you use this action you can make an unarmed strike with advantage. if you land within 5ft of of a creature you can make a second unarmed strike with advantage as part of the same action. if you hit a creature with either of these attacks, you can force it to make a strength saving throw it falls prone.
Speeding Attacker
at 17th level, you can focus your ki into pure movement and speed powers. As a bonus action, you can spend 4 ki points to gain the following benefits for 1 minute:
- All your unarmed strikes and martial arts attacks have advantage
- your speed doubles
- when you make an opportunity attack you can make 3 attacks instead of 1
- you gain a climbing speed equal to your walking speed
- if you make an attack and you were at least 10ft away from an enemy on that turn you crit on a 15 or higher on the die
- if you make an attack on your turn you cannot be hit by opportunity attacks until the end of your turn
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
7/14/2023 5:29:23 PM
|
5
|
1
|
--
|
Coming Soon
|
Comments