Monk
Base Class: Monk

Way of the Ronin monks belong to no master nor organization but instead to themselves. Ronin monks are often nomads and wanderers. Rarely, will you find one living in seclusion. Ronin monks will often offer service to weary travelers, townsfolk, bandits, murderers and even kings and queens as long as they have proven their worth.

Way of the Ronin monks denounce civilization and authority and are the definition of an anarchist ideology. Ronin monks strongly believe in survival of the fittest. They will often only provide their services to those they perceive as strong or worthy of their time, otherwise you might have to pay a hefty fee. The Ronin monks code usually revolves around strength in one owns self and finding your inner courage. Most Ronin monks do not fear death as they view such things as an inevitable outcome of any situation making them fearless fighters. Truly Ronin monks are a thing to be both feared and admired.

Combatant Adept

Fighting Style

Your remote and harsh training has led you to become a master at armed combat. At 3rd level, you gain a fighting style of your choice.

  • Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Blind Fighting. You have blindsight with a range of 10 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.
  • Defense. While you are wearing armor, 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.
  • Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • 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.
  • Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
  • Superior Technique. You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.)
    • You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
  • Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
    • In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the 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.
  • Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
    • At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Stunning Parry

at 3rd level, as a reaction, you can spend 2 ki points to reverse an opponent's attack against them. The target becomes stunned until it's next turn.

Second Win

at 6th level, if you are knocked to 0 hit points, instead of rolling death saves you can spend 2 ki points come back at 1d8 hit points. You can't use this feature again until a long rest.

Rampaging Fury

At 11th level, you can spend 3 ki-points to channel your energy into a rage-like state. During this state, you can make as many attacks as equal to whatever you roll on a d4.

Spirit of the Strong

At 17th level, you have achieved the ideal form of physical and mental prowess. At the start of each of your turns equal to your proficiency modifier, you can choose to reroll any strength, dexterity or wisdom based roll. You must use the new roll even if it’s lower. You can not use this feature again until after a long rest.

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