Base Class: Monk
Not all martial artists spend their days in far-off temples surrounded by mountain mist. Some dwell deep in the most crime ridden cities, or travel from town to town in order to put their keen mind to use by solving the most perplexing of mysteries. It may be a stretch to call those who follow the way of the Sleuth monks at all, in fact it may be more accurate to call them sleuths who follow the ways of monks.
To a Sleuth Monk, meditation and mindfulness are a means to an end, rather than ends in themselves. A clear mind is the path to seeing the truth of the world, and sleuth monks have taken this to the extreme. Some Sleuth Monks were born with exceptional perceptive and deductive powers, and some honed them through years of practice. Whatever their origin, they have an incredible mind for analysing situations and solving puzzles, and often become famous detectives or infamous schemers.
Elementary
When you take this subclass at 3rd level, your mind has become so attuned to your surroundings that your intellectual capacity has expanded. Whenever anything other than a skill check, saving throw, or class ability requires your intelligence score or modifier, you use your wisdom score and modifier instead.
You can also add your wisdom modifier (minimum of 1) to intelligence saving throws, straight intelligence checks, investigation checks, and to checks of one other intelligence based skill of your choice.
Additionally, you can add your wisdom modifier (minimum of 1) to your passive investigation score.
You also gain proficiency in investigation and perception. If you already have proficiency in either of these skills, you can swap them out for another skill proficiency.
Arcana
You can add your Wisdom modifier to your Arcana checks.
History
You can add your Wisdom modifier to your History checks.
Nature
You can add your Wisdom modifier to your Nature checks.
Religion
You can add your Wisdom modifier to your Religion checks.
Baritsu
You have studied the not-so-ancient art of Baritsu, and have learned a number of methods to turn the tide of combat. Select two different Baritsu Methods. You one more Method at 5th, two more at 7th, one more at 10th, two more at 12th, two more at 15th, and one more at 18th level. Level Prerequisites for Methods refer to your level in the monk class, not your overall character level, if they are different.
If a Method allows you to gain proficiency in a tool kit, you can choose to obtain said tool kit, however you cannot choose to automatically obtain any more tool kits from Baritsu Methods thereafter.
Baritsu Methods sometimes require your target to make a saving throw to resist the method's effects. The saving throw DC is calculated as follows:
Baritsu save DC = 8 + your proficiency bonus + your Wisdom modifier
You are also proficient in Canes and they count as monk weapons for you.
Baritsu Methods
The methods are presented in alphabetical order.
Aggressive Defence
Prerequisite: 5th level or higher
When an opponent makes an attack against you, and you use any of your monk abilities (including Unarmored Defense) to cause the attack to fail, you may use your reaction to make an unarmed strike against the attacker.
Anatomical Aim
As a bonus action, you can spend a ki point and make a medicine check and add the amount over 10 you rolled to your next attack as long as it’s against a humanoid and a race you recognise.
Anticipation
When a creature hits you with a melee attack, you can use your reaction to add your wisdom modifier to your AC for that attack, potentially causing the attack to miss you.
Calculated Risk
Once per turn before you make an attack with a monk weapon, you can choose to forgo your proficiency modifier to the attack roll. If the attack hits, you add double your proficiency modifier to the damage.
Cane Duelling
Once per turn when you make a melee attack with a cane, you can also make an unarmed strike against them without expending the use of an action or bonus action.
Cypher Savant
You learn Thieves' Cant, and one other language of your choice. Additionally you may decipher a written language you don’t know on a basic level after 10 minutes of study.
You also can create codes of your own. Others can't decipher a code you create unless you teach them, they use magic to decipher it, or they succeed on an Intelligence check (DC equal to 8+ your Wisdom score + your proficiency bonus).
Discombobulate
Prerequisite: 5th level or higher
Once per short or long rest, you can use the stunning strike ability without expending a ki point. Additionally, any creatures you stun with your attacks have disadvantage on all saving throws they don’t automatically fail. They also have disadvantage on the saving throw to avoid becoming stunned.
Eclectic Martial Arts
Prerequisite: 5th level or higher
You learn a maneuver of your choice from among those available to the Battle Master Archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals your Baritsu DC. You gain one superiority die, which is the same type of die as your martial arts die. This die is used to fuel your maneuver. The superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Eliminate the Impossible
If a creature attempts to cast a spell within your melee range, you can use your reaction to make an unarmed strike or a melee weapon attack against the creature. If you succeed, you can spend a ki point to interrupt the casting of the spell, causing the spell to fail.
Exploit Advantage
On your turn, when you score a critical hit with an unarmed strike or a monk weapon, you can make one additional unarmed strike or melee weapon attack, against the opponent you hit, without using an action.
Forensics
You gain the following abilities:
- You gain expertise in the investigation skill
- You gain proficiency in Alchemist’s supplies
- You have advantage on Wisdom (Survival) checks to track humanoids
- You can tell a creature’s type (and specific race if it’s a humanoid) from examining its blood for 1 minute
- You know the weight of a creature by examining its footprints for 6 seconds.
- You have advantage on checks to determine the origin of materials such as scraps of fabric, crumbs of food, dropped jewellery, and other discarded fragments.
Genius
You gain proficiency in wisdom saving throws, and you gain expertise in one skill you are proficient in.
Halting Hit
When you hit a creature with a melee opportunity attack, you can choose to halt the creature. Its speed becomes 0 until the end of your next turn, and it stops within 5 feet of you.
Additionally, you can break the legs of your enemies once per short rest. When you deal 8 or more points of damage to a creature with legs, and fewer than 10x your monk level in hit points, you can spend 2 ki points to reduce its speed to 0 until the end of your next turn, and halve its speed beyond that unless it heals the number of hit points you dealt it on that attack, or it takes a long rest.
However Improbable
Prerequisite: 5th level or higher
When you roll a 19 on an attack roll, you can spend 1 ki point to turn it into a Critical Hit.
Ingenious Disguises
You gain proficiency with the disguise kit, and can use it to make yourself unrecognisable with makeup, accessories and prosthetics. Additionally, you can add your wisdom modifier to deception checks.
Interrogation
You gain expertise in the insight skill, and you can use wisdom instead of charisma when making intimidation skill checks. If you spend a minute interrogating a creature (you determine the methods), or successfully intimidate them, they suffer disadvantage on all deception checks to lie to or hide information from you or your allies for 10 minutes.
Keen Observation
If you spend at least 1 minute observing or interacting with another creature, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to it's Charisma, Dexterity and Wisdom scores. You can spend 1 ki point to learn this information immediately, without interacting with the creature.
Lead Piping
You gain proficiency in improvised weapons, and all weapons you have proficiency in count as monk weapons for you, including weapons with the heavy or special property.
Overcoat
You gain proficiency in light armour, and wearing leather armour does not interfere with any of your monk abilities, and you can add your wisdom modifier to your armour class when wearing leather armour.
Pinpoint Accuracy
Prerequisite: 5th level or higher
When you use the focused aim ability, you can increase the roll total by 3 for every ki point you spend, instead of by 2.
Pugilist
You can use your flurry of blows ability without expending a ki point. You can use this ability a number of times equal to your proficiency bonus, and you regain your expended uses on a short or long rest.
Quick Physician
You gain expertise in the medicine skill. You can spend one minute tending to someone’s wounds to heal a number of hit points determined by rolling your martial arts die twice and adding your monk level. You can’t use this on the same creature more than once until they finish a short or long rest.
Rapid Shot
Prerequisite: 5th level or higher
When you use an action to make an unarmed strike or attack with a one-handed monk weapon, you can use a bonus action to attack with a one handed ranged weapon or thrown weapon that you are holding or may draw as part of the bonus action.
Resuscitation
You can use a bonus action to stabilize a dying creature without using a healer’s kit, and when you stabilise a creature it also regains your wisdom modifier plus a roll of your martial arts dice in hit points. You can also quickly mitigate the effects of recent wounds. If a creature you can touch has taken damage in the last minute, you can use an action to heal them your monk level in hit points, up to the amount they lost in the last minute. You can’t use this on the same creature more than once until they finish a short or long rest.
Silencing Strike
Prerequisite: 5th level or higher
When you hit a creature with fewer than 10x your monk level in hit points, with a melee monk weapon and deal 8 or more damage, you can spend a ki point to make it unable to speak or cast spells with verbal components until the start of your next turn.
Once per short or long rest, you can empower this method with an extra ki point to break the jaws of your opponents. When you do this, beyond the start of your next turn they must make a constitution saving throw to speak or cast spells with verbal components. On a fail, they fail to speak intelligibly, and if casting a spell it fails. This condition lasts until they take a long rest or heal the points of damage you dealt it on that attack.
Split Second Timing
Prerequisite: 5th level or higher
You can take one additional bonus action on your turn once per short or long rest.
Syncretic Style
You learn one of the following fighting styles from the fighter class:
- Archery
- Blind Fighting
- Duelling
- Interception
Toxicology
You can spend an action to end the poisoned condition on yourself or a creature you can touch, by making a successful medicine check (DC:10 for natural toxins, and the spell save DC of the caster for poisons caused by spells), and you gain proficiency in the poisoner’s kit. You also have advantage on skill checks made to identify poison, and to determine if a creature has been poisoned.
Trusty Pistol
You gain proficiency in firearms, and they count as monk weapons for you. You can also ignore the loading property of firearms.
Untrappable
You have advantage on saving throws made to avoid or resist traps, and advantage on investigation checks to find traps.
Rapid Deduction
Your mind can remain cold and calculating in stressful situations. Up to ten minutes after you roll initiative, you can use a bonus action to regain up to your proficiency in ki points. You can’t use this feature again until you roll initiative again, or finish a short or long rest.
Mind Palace
At 6th level, you can spend 1 minute in deep thought, processing everything you have experienced. You regain any spent ki points, and you can re-roll one intelligence or wisdom skill check you made to acquire information since your last short or long rest. You can’t use this ability again until you finish a short or long rest.
Fighting Cane Mastery
Once you reach 6th level, your melee attacks with canes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Predictive Evasion
Your study of combat in all its forms allows you to predict when and how an enemy will strike. Your initiative increases by half your proficiency bonus, rounded down, and you gain an increase to your armour class equal to 1, which increases at higher levels. Your armour class increases again by 1 at level 11.
Reliable Perceptiveness
By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an Investigation or Perception check, and checks from one other Wisdom or Intelligence skill of your choice, you can treat a d20 roll of 9 or lower as a 10.
Animal Handling
Whenever you make an Animal Handling check, you can treat a d20 roll of 9 or lower as a 10.
Arcana
Whenever you make an Arcana check, you can treat a d20 roll of 9 or lower as a 10.
History
Whenever you make a History check, you can treat a d20 roll of 9 or lower as a 10.
Insight
Whenever you make an Insight check, you can treat a d20 roll of 9 or lower as a 10.
Medicine
Whenever you make a Medicine check, you can treat a d20 roll of 9 or lower as a 10.
Nature
Whenever you make a Nature check, you can treat a d20 roll of 9 or lower as a 10.
Religion
Whenever you make a Religion check, you can treat a d20 roll of 9 or lower as a 10.
Survival
Whenever you make a Survival check, you can treat a d20 roll of 9 or lower as a 10.
Acute Judgement
At this point, your powers of observation are astounding. You gain expertise in the perception skill, and can make an investigation check to find out where anyone you see has been in the last 24 hours. You have advantage on this check, and the DC is determined by the target’s deception modifier plus 10.
Accelerated Cognition
At 17th level, your brain works so quickly you can act in ways an ordinary would find hard to even observe. You get two bonus actions on your turn, and two reactions per round.
Mental Giant
You have a mind capable of unrivalled feats of Reason and Perceptivity. Your wisdom increases by 2, and your ability score maximum for wisdom also increases by 2.
Predictive Evasion 2
Your armour class increases by 1 at this level.
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