Monk
Base Class: Monk

You've train your hands and your body To take blows and keep going. Your Roughened skin and calloused knuckles has made your body into a impenetrable fortress and an unstoppable force, Your Eyes have learned to focus on a singular opponent, and you've really learned where to hit to incapacitate your opponents. Clever Counters, Setups, Powerful and precise blows.

The Wall

When You Take this tradition you can use either your Dex or Con mod in Unarmored Defense

Absorption

Starting at level 3 your able to spend one ki point as a reaction to block and gain resistance from bludgeoning, piercing, or slashing depending on the incoming attack

If the Damage is coming from a ranged attack you may spend 1 extra ki point to use deflect missiles as a part of the same reaction.

The Wind up

 Now at 6th level you can designate an unarmed Strike as the wind up. giving it a +1 to hit if this attack hits you do not add the ability modifier to the damage and until the start of your next turn any Unarmed strike against the creature can critically strike on a 18-20

Peek a Boo

Reaching 6th level has made the Monk of bare knuckle gain more ways to use their deadly hands in combat

  • Cross Counter: If a enemy creature has made and missed a melee weapon attack on you you may use your reaction to make 1 unarmed strike or a flurry of blows.
  • Butterfly: Your defensive style is one to behold. You can now use the Dodge action as a bonus action for 1 ki point, you may only use this part of the feature to a limit of your dexterity modifier before need to take a long rest.
  • Breaking the momentum: when you use the Absorbtion Feature you can move up the initiative order for the next round

Don't Let up

Don't Let up:

when you hit LvL 11 you learn 3 Moves Local to your travels which you'll now know, and upon a Critical hit with an unarmed strike you can use any of the 3 you chosen. When you have advantage your Critical unarmed strikes land easier 18-20

  1. The Flying Patron: You can use 2 ki to give the Opponent disadvantage and it is knocked prone
  2. The Low Blow: The opposing creature movement is reduced by 10ft and cant make reaction until the start of its next turn.
  3. Inside Blows: You Knock your opponent 5 ft back and may heal half of the damage dealt with this attack
  4. Sharp Knuckles: You may add 2 additional Martial Arts die to the damage you roll for this attack
  5. Power Hold: you can start grappling the opponent instead of rolling damage. If the creature can be grappled this is an automatic success 
  6. Brow Skimmer: target one eye of the opponent giving them blindness till they take an action to wipe the blood from their eyes
  7. Dempsey Roll: use 3 ki point to use up flurry of blows hitting the same amount of times but for max rolls on all hits. no critical strike damage

If you roll an 8 you get to pick one of your choice

Kiss the Floor:

Kiss the Floor: can only be performed on medium sized creatures

At 17th level, you build up a Knock Out Meter against individual opponents to a maximum of 100. Each time you land an unarmed strike their Knock Out Meter increases by 5 if that strike is a critical hit this becomes 10. When an opponents meter reaches 100 you can attempt a K.O. Make an unarmed strike as a Dont let up against that creature, on a hit the target must make a Constitution saving throw, if they fail and if they have 100 hit points or less they drop to 0 hit points else they take an additional 10d10 force damage from the unarmed strike. If the attack misses the target instead takes only takes 5d10 force damage and is filled with a profound sense of dread. A creature's Knock Out Meter resets to 0 after a K.O is attempted, when the encounter is over or if you fall unconscious.

Previous Versions

Name Date Modified Views Adds Version Actions
2/26/2020 6:57:42 AM
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3/25/2021 11:14:10 PM
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