Monk
Base Class: Monk

The Fighting Game Monk is a revised of the Ki system that monk's have. It is strictly a combat focused sub-class built around being aggressive. Ki is able to be regain and spent much more quickly, as monks have more options to do things while in combat. As you figured out, the inspiration for this class was fighting games.

Revised Ki

At the 3rd level, instead of a set amount of Ki, you generate Ki when you deal damage to a creature with a weapon attack or an unarmed strike. You generate 1 Ki everytime you hit a hostile creature with an attack. As long as that attack didn’t use Ki. You can have a maximum Ki equal to your proficiency bonus. Replace your Ki feature and options with the ones listed here.

  • Flurry of Blows: Immediately after you take the Attack action on your turn, you can spend 1 Ki point to make two unarmed strikes as a bonus action. You can make one additional attack per Ki point spent after.
  • Patient Defense: You can spend 2 Ki points to take the Dodge action for free. Your turn immediately ends.
  • Step of the Wind: You can spend 2 Ki points to take the Disengage action for free.
  • Air Dash: You can spend 1 Ki point to take the Dash action as a bonus action, and your jump distance is doubled.

Extended Ki Options

At level 6, you gain these additional Ki abilities... 

  • Ki Blast: You can spend 2 Ki points to fire a blast of Ki at one creature within 60 ft as part of an attack action. That creature must make a Dexterity save against your Ki save DC or take force damage equal to your Martial Arts Die. The damage increases by 1 additional die per Ki point spent over 2.
  • Unerring Reflex: As a reaction to being attacked, you can spend Ki to increase your AC by the amount of Ki spent. This bonus lasts until the start of your turn. This can also be used for saving throws.
  • Push Block: As a reaction, when an attack misses you, you can spend 1 Ki to shove the creature back 10 feet. The creature must be Large or smaller. You can spend another Ki point to reduce their speed to zero.

Taunt

At the 11th level, as an action, you make a Charisma (Persuasion) check versus a creature's Wisdom (Insight) check. The creature must be able to hear you and you must both share a language. If you succeed on the check, the creature has disadvantage on all attacks against creatures other than you. Additionally, the creature must move and attack you on it's next turn if possible, or end it's turn as closely as possible. This effect lasts for 1 minute, or until one of your companions attack it or affect it with a spell, or you and the target are more than 60 feet apart.

Combo Breaker

At the 11th level, as a reaction or spending 2 Ki. When you are targeted for a 4th attack, you can force the creature making the attack to make a Dexterity saving throw versus your Ki save DC. On failure they lose their attack action. Counter resets on use.

Limit Breaker

At the 17th level, as a bonus action, you gain the following benefits for 1 minute:

  • +10 ft. to speed
  • +3 to Attack rolls and damage with unarmed strikes and monk weapons.
  • Unarmed attacks have reach

Can only be used twice per long rest.

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