Monk
Base Class: Monk

From ring to realm, this monk has honed his boxing technique to become a mighty warrior.

Boxer's Technique

Starting at level 3, you are able to use your fleet footwork and punching power in battle. You have the following abilities:

  • Knock-out punch - When attacking a creature, you may spend a ki point to deal a crushing blow. It must succeed on a Constitution saving throw or be knocked prone.
  • Counter strike - When you are attacked by a creature, you may spend 2 ki points to attack in return. If the creature's attack misses, this attack has advantage.
  • Duck & weave - Opportunity attacks against you have disadvantage if you are approaching an enemy.

Rope-a-dope

Beginning at 6th level, you are able to position yourself to minimise incoming damage and fool your enemy into thinking you're hurt. When you take damage from an enemy, as a reaction, you may spend 3 ki points to half that damage. You have advantage on attacks against the enemy until the end of your next turn.

Comeback King

At 11th level, you are able to keep yourself in the fight, even when you were down for the count. At the start of your turn, if you have been unconscious since your previous turn. You may recover hp equal to twice your Monk level. This ability can only be used once per long rest.

Fatal Uppercut

At 17th level, you gain the ability to deal a legendary uppercut. When you successfully hit a creature with an unarmed strike, you can spend 4 ki points to deal 10d20 bludgeoning damage instead of your regular unarmed strike.

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