Base Class: Monk
Battles have rules, this is true for simple street fights all the way to the scale of all-out-war; to deviate from these rules is a taboo that often results in dishonor and becoming the target for brutal revenge. However, a win is a win and many ignore the risks and seek to break the rules of combat to secure their victory by any means. Practitioners of the Way of the Dishonored are often found in underground fighting rings, enforcers of crime lords or thugs in the inner cities of metropolises, easy places where their tendency for unsportsmanlike conduct pays off and they can find opportunity to get ahead in life.
Illegal Chemicals
Upon taking this subclass at 3rd level, you gain proficiency in both the Herbalism Kit and the Poisoner's Kit. As an action, you can use your poisoner's kit to coat your hands in poison, enhancing your unarmed strikes(you do not need to have a poison to use this feature). While poisoned, your unarmed strikes deal additional poison damage equal to your wisdom modifier (minimum of 1), and a target hit by your unarmed strikes must make a Constitution saving throw against your Ki Save DC or become poisoned for one minute. Additionally, if you purchase or find poisons(i.e., Drow poison or Wyvern venom), you can use your Poisoner's Kit to apply the new poison to your unarmed strikes instead of the regular poison used in this feature, granting your unarmed strikes the additional effect of the applied poison instead of your wisdom modifier. Your unarmed strikes remain poisoned for 1 minute, however, you can use 1 ki point to rejuvenate the poison coating your body, granting the poison an additional minute of potency.
A Poisoner's Kit used for this feature is not consumed, however, you can only use this feature without already having a poison to use a number of times equal to 1+your proficiency modifier, regaining all uses when you finish a short or long rest.
Pocket Sand
At level 6, you can use a bonus action to throw a fine grain substance (such as sand, crushed glass, flour or the dirt at your feet) at a target you can see within 10 feet of you. The target must make a Dexterity saving throw against your Ki Save DC or become blinded until the end of your next turn. A creature that is immune to the Blind condition is unaffected by this feature. Additionally, if there is an invisible creature in the area of effect of this feature, they must make a Dexterity saving throw or be temporarily revealed until the end of your current turn.
At level 11, your reach with this feature is increased to affect all creatures in a 15 foot cone in front of you.
You can use this feature a number of times equal to your proficiency modifier, regaining all uses of this feature once you finish a long rest.
Distracting throw
At level 6, you gain the ability to enchant simple objects with an alluring aura to distract enemies. As an action, you can spend 1 ki point to enchant a trinket, handful of coins or gemstones and throw the enchanted object. The enchanted object glows with a faint magical aura, choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed until the start of their next turn or until you or your companions do anything harmful to it. While charmed in this way, a creature is captivated by the allure of the enchanted object. The charmed creature has disadvantage on the next saving throw it makes, or the next attack made against it is made with advantage.
Below the belt
At level 11, once per turn, you can use one of the attacks granted to you by the Extra attack action to make an unarmed strike against a target, targeting either the target's groin or legs. This attack scores a critical hit on a roll of 19 or 20. On a hit, add your proficiency modifier to the damage rolled and the target must make a Constitution saving throw against your Ki save DC or be knocked prone.
Once you use this feature, you cannot do so again until you finish a short or long rest.
Hitting After the Bell
at 17th level, you gain the ability to attack after your turn. As a reaction, you can make melee attack against creature within melee range of you. This reaction can be taken any time after your turn in combat has ended.
You can use this feature a number of times equal to your proficiency modifier, regaining all uses after finishing a short or long rest.







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