Monk
Base Class: Monk

Monks of the Way of the Pugilist are the punching masters of martial arts combat. They learn techniques to grit their way through their mighty fists, manipulate ki to heal damage to their bodies, and practice ways to get into the zone.

1-2 punch

Starting when you choose this tradition at 3rd level, you can create a combo effect on your enemy. Whenever you hit a creature with at least 2 of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:

    It must succeed on a Dexterity saving throw or be knocked prone, and takes [roll]1d4[/roll] bludgenoning damage
    It must make a Strength saving throw. If it fails, you can pull it into a clinch and grapple it.
    It can't take reactions until the end of your next turn.

Hype Man

At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level through remembering your drills and the speeches you were given as your began your training. You must finish a long rest before you can use this feature again.

In the zone

Beginning at 11th level, you can enter a zone of perfect harmony and your footwork becomes flawless, your bobbing and weaving becomes immaculate. You can force an attack that would be a hit to re-roll as a reaction.  You can use this up to the amount of your proficiency bonus per long rest.

KO Punch

At 17th level, you gain the ability to look into the future to see the perfect KO Punch. When you hit a creature with an unarmed strike, you can spend 3 ki points to start lining up the perfect KO Punch.  You can then use an action to unleash this punch, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes [roll]10d10[/roll] force damage.

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