Monk
Base Class: Monk

 An determined halfling, covered in bruises, battles his way up the underground circuit of Baldur's Gate. 

Bandits flee in fear as they realize that the humble adventurer they are fleeing is the famous champion of the land.

While the rest of the party prepares their repertoire of magic items and protective armor, the stoic monk wraps his hands in bandages and goes to uppercut a dragon.

 

Rejecting the mysticism and ancient techniques of monastic temples, followers of the Way of the Champion choose to learn from the back alley gyms found in the grimiest areas of the largest cities. Many choose the path in pursuit of riches to support their loved ones, or to prove their strength to a harsh and rejecting world. They often have rivals that they test their abilities against, and a coach giving them helpful but harsh advice. Their techniques allow them to avoid taking damage and strike back with deadly accuracy. 

Boxing Techniques

Important note: Boxing Techniques can not be stacked.

Quick Strikes: If your unarmed Attack misses, for 1 Ki Point, you get advantage when rolling to hit with your Flurry of Blows. 

Right Hook: If you attack an enemy you have attacked before during combat, for 1 Ki point, it must succeed on an Intelligence Saving Throw or all your attacks on it have Advantage to hit, as your quick mix-up takes it by surprise. This effect lasts until the end of your turn. In order to use Right Hook again, you must make another form of attack on the enemy.

Lunging Strike: For 1 Ki point, you can lunge forward 5 feet across any terrain to hit an enemy with an Unarmed Strike. The range increases to 10 feet when you reach level 6, 15 feet when you reach level 11 and 20 feet when you reach Level 17. 

Uppercut: If attacking an Enemy from the front, you can spend 1 Ki Point to knock them Prone on hit. Optionally, you can also leap into the air, hand stretched forward. You can travel an amount of feet into the air equal to 5 + your Dexterity modifier. It does not count towards the amount of feet you can move on your turn.

Signature Punch: For 2 Ki Points, when making an Unarmed Strike, you can perform your signature punch, a technique that you have honed to perfection (it is recommended to discuss with the DM what kind of punch your character chooses). If the creature you are attacking has not been hit by you before, you have Advantage on the attack. Upon being hit, it is knocked 10 feet back, knocked prone and Stunned. You can only use your Signature Punch once per Short Rest.

Counter-Hit

Anytime an enemy's Attack action does not hit you, you have Advantage on all attack against them until the end of their next turn, or you are hit again. If the amount of damage an Enemy deals to you is reduced to 0, the same effect applies. 

Perfect Parry

If an enemy deals Bludgeoning, Piercing, Slashing or Force damage to you, you can stretch out your hand and stop the attack in it's tracks. For one use of your reaction, you can reduce the damage by an amount equal to 1d10 + your Dexterity modifier + your monk level. If the damage is reduced to 0, you regain your reaction, and you are able to move 5 feet in whatever direction you choose.

 

Dempsey Roll

When you take the Dodge action, you can spend 3 Ki Points to perform the Dempsey Roll. The effects of Dodging lasts until the end of your next turn, and until then, you are Resistant to all physical damage, Attacks of Opportunity and attacks from the front have Disadvantage, you have advantage on Dexterity saving throws and you have an extra Reaction per turn. You can use the Dempsey Roll twice per Long Rest. 

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