Monk
Base Class: Monk

Monks of the Way of the Boss don't report to any monastery or form of authority. They are their own authority. They have no master, as they are solely the student of the brawls to the death that they have endured with their indomitable strength. They started as nothing and they intend to make it to the top with their own strength, relying on others as little as possible.

The monks that choose to follow this path have all been looked down upon and laughed at by those on top and have sworn to do whatever it takes to rip them down from their comfy thrones. Despite the hardships they have endured, the sky is the limit for these monks' ambition and they have the strength and potential needed to one day achieve that ambition.

The Way of the Boss is not passed down from master to student like other monastic traditions, so every user of this tradition fights differently with it. The closest thing to teaching that might occur between members of this tradition is a rookie fighter watching a fully fledged master fight and gaining inspiration from the experience. Because of this and the attitude that many of this tradition naturally have, they are rarely seen as the wise spiritualists and precise martial artists that other monks have a reputation for. Instead they are perceived as ruffians, cutthroats, bruisers, and the like.

Heavy Hands

Contrary to other monastic traditions, Way of the Boss monks rely on their inhuman physical strength rather than their agility to deal with their opponents in a fight. When faced with a larger enemy they often show surprising displays of strength, and when dealing with an agile foe they lock them down and pummel them into submission.

When making unarmed attacks or grappling, you may deal bonus damage to your target equal to your Strength modifier.

You have advantage on athletics checks when grappling and can grapple creatures up to 2 sizes larger than yourself.

Down But Not Out

After taking damage you can use your reaction and spend 2 ki points to gain temporary hit points equal to the damage of the triggering effect + your Constitution modifier (minimum of 1) until the end of your next turn.

When you make an unarmed strike on your turn while you have temporary hit points, you can spend 1 ki point and lose all remaining temporary hit points to make a wild haymaker that unleashes a wave of destructive force. All creatures in a 15 foot cone must make a dexterity saving throw against your Ki save DC. On a failure they take magical bludgeoning damage equal to the amount of temporary hit points you lost to make the attack and on a success they take half of that damage. The target of the unarmed attack automatically fails this saving throw if the attack hits. Otherwise they make a saving throw like normal.

Facebreaker

You have advantage on all attacks against creatures that you are already grappling.

Once per turn when you are grappling two separate creatures and make an unarmed attack using either your action or bonus action against one of the grappled creatures, you can try to hit the target with the other creature you are grappling. You will roll one attack roll for both targets. If the attack hits against one of the creatures but not the other, then that creature is affected by it as if they had been hit by the attack normally. However, if the attack hits against both creatures, then both of them are affected by it as if they had been hit by the same attack normally. This means that the damage of the attack is rolled once and dealt to both creatures, however any extra effects that require saving throws are decided separately with each creature making their own saving throw against the saving throw DC.

Any effects used on the attack that cost resources of any kind are only counted as having been used on one attack. This includes all effects that cost ki points. For example, if you spent 1 ki point to use the Stunning Strike feature and hit both creatures, then both creatures will be forced to make the saving throw to resist, however doing so will only cost you 1 ki point as if you had used Stunning Strike normally.

This feature can be used a number of times equal to your proficiency bonus and recharges on a long rest.

Undisputed

You have advantage on all Intimidation ability checks.

When you have at least 1 hit point but fewer hit points than half your hit point maximum and you use the Down But Not Out ability to gain temporary hit points, those temporary hit points also give you resistance to all damage types while you have them.

Previous Versions

Name Date Modified Views Adds Version Actions
10/16/2023 10:17:29 PM
8
1
1.5
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes