Monk
Base Class: Monk

The flow of ki in your body can be sent out into the universe. Whether or not it answers your call is a gamble as the universe is indifferent to everybody. If you send out your ki and the universe does not answer... an unfortunate waste of ki, but on the unlikely chance it does... ride that luck out until the very end. 

Poker Face

When you choose this tradition at 3rd level, you gain proficiency in Deception and can use Wisdom instead of Charisma for the modifier. You also gain proficiency in playing card sets if you don't already have it.

Place Your Bets

 Starting at 3rd level, you gain the ability to gamble your ki to make a binding vow with the universe. If the bet pays off you could get major or minor benefits depending on the bet you make.

High Roller

At 3rd level, as a free action on your turn, you spend a minimum of 1 ki point up to a maximum of 4 to place your bets putting forth your spiritual energy into the universe, and if the universe happens to answer that call you will get that energy back tenfold. Using your ki in this way conjures illusory flashing numbers above your head that any creature sees as long as they see you. When you activate this ability, roll 3d6 trying to get each die to match. For every additional ki point spent on gambling with Bets In, you can adjust the value of one or more die. You may use the ki points you spent when you placed your original bet and change the value of one of the dice once with a ki point. You can only add +1, subtract -1, or reroll once to a die. Additionally, if you add +1 to a 6 it becomes a 1, and if you give -1 to a 1 it becomes a 6. If they do, you hit a Jackpot, and ki overflows inside of you. You gain one of the following benefits of your choice:

  • Unbreakable. You use your ki to reinforce your body. Your AC is increased by an amount equal to your 1+ Wisdom Modifier.
  • Unstoppable. You use your ki to improve your physical capabilities. Your movement speed is doubled, you have advantage on Dexterity saving throws, you don't provoke opportunity attacks, and you gain an additional action on each of your turns.
  • Unkillable. The overwhelming amount of ki flowing through you reflexively heals you. You regain hit points at the start of your turn equal to half of your level (rounded up). If you take acid or fire damage, this trait doesn't function at the start of your next turn.
  • Unbelievable. You use your ki to empower your strikes. All monk weapon attacks and unarmed strikes deal additional force damage equal to your Wisdom modifier.

A benefit gained from a Jackpot lasts for 1 minute and you cannot have more than one Jackpot benefit at the same time. If you want to bet again during a Jackpot round you can do so, if you hit a Jackpot you can renew your current benefit or replace it with a new one.

Low Roller

Additionally, you can make a low-stakes bet with the universe. You can spend 1 ki point to conjure only two illusory flashing numbers above your head. When you activate this ability, roll 2d6, this time only two of the dice need to match. In this low-stakes bet you can adjust the values after seeing the results by spending ki points. The same value adjustment rules apply here, you can only affect the value of a die once. If two match you gain a bit of extra ki to gain one of the following minor benefits of your choice:

  • Unavoidable. You use your ki to improve your attacks making them faster and harder to dodge. All attacks until the start of your next turn are made at advantage no matter the circumstances.
  • Untouchable. You push out a forceful wave of ki. All creatures within 10 feet of you must make a strength save against your ki save DC or be blasted 30ft away from you and take three rolls of your martial arts die in force damage or half as much on a success.
  • Unrelenting. You use your ki to create a shield of it around yourself. You gain temporary hit points equal to two rolls of your martial arts die + your monk level.

Flow State

At 6th level, you gain the ability to ride the momentum of your good luck. After winning a High Roller bet and hitting Jackpot you gain 1 Flow Point. The maximum number of Flow Points you can have at a time is 3, all Flow Points are lost after a short or long rest. You can use Flow Points to add a D6 per Luck Point expended to your next bet. You still only need 3 of the dice to match. You must declare that you are going to use Flow Points before the bet. If you win the next bet, no Flow Points are gained.

Lucky Strike

At 11th level, you can even be gambling as you strike. When you hit another creature with an unarmed strike or monk weapon, you can spend 1 ki point to attempt a Lucky Strike. If you do so, roll a d10. The number rolled on a d10 corresponds to the effect that occurs instead of your attack as shown below:

1: You deal 1 damage of the weapon's type and you take bludgeoning damage equal to the modifier used to make the attack.

2: You deal 1d4 damage of the weapon's type + your damage bonus and the target must make a Dexterity saving throw against your ki save DC or be knocked prone.

3: You deal 1d6 damage of the weapon's type + your damage bonus and the target must make a Constitution saving throw against your ki save DC or be stunned.

4: You deal 1d8 damage of the weapon's type + your damage bonus and the target is pushed up to 15ft away from you.

5: You deal 4d4 lightning damage + your damage bonus and the target can't take reactions until the start of its next turn.

6: You deal 1d10 damage of the weapon's type + your damage bonus and the target takes 2d6 fire damage at the start of each of their turns until they use an action to put out the flame.

7: Your deal 1d12 + your damage bonus necrotic damage. You heal an amount equal to the necrotic damage dealt.

8: You deal 1d12 + your damage bonus damage of the weapon's type and 1d12 cold damage. Additionally, the target must make a Constitution saving throw against your ki save DC or be encased in ice and paralyzed until the end of your next turn.

9:You deal 3d12 + your damage bonus thunder damage and the target is launched in any direction away from you 60ft.

10: You deal 4d12 + your damage bonus psychic damage and the target must make a Wisdom saving throw against your ki save DC or become disoriented gaining the effects of the slow spell for 1 minute.

You can use any Flow Points you have to increase or decrease the value rolled by 1 or reroll, but can only do so once. Decreasing at 1 will not bring you to 10, unlike Bets In.

Luck Overwhelming

At 17th level, you have learned how to trick the universe into betting even more against you and your jackpot matches that. When you win a bet after using Low Roller or High Roller, you gain two of the benefits. Additionally, you gain more benefits to choose from as shown below:

  • Unreachable. You can shoot out the overflowing ki inside you as strikes. You have a reach of 15ft and any creature you attack must make a strength saving throw or be moved in any direction 10ft.
  • Ungrounded. You shoot out ki to propel yourself in any direction. You gain a flying speed equal to your movement speed.

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