Monk
Base Class: Monk

The monk of the Way of the Chemist balances science with the art of thrown weapon fighting. They use a unique martial style that requires fast movements and high accuracy, making chemical concoctions rain over their enemies. They are often assassins, throwing poisons at long distances unnoticed, or entertainers, using the amazing skill they have with their throws to awe a crowd and disguise this deadly art as common circus trickery.

Chemical Attacks

At 6th level, you can imbue your thrown attacks with your ki, granting you the following benefits.

Magic Weapons. Your attacks with your monk weapons that have the thrown property count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Dazing Throw. You can use a monk weapon that has the thrown property to deliver a Stunning Strike against a target.

Martial Daggers. Your thrown darts damage die is replaced with your martial arts die.

Master Thrower

When you choose this archetype at 3rd level, you master the art of use your ki to perform incredible throwing techniques.

Throwing Techniques. You learn two throwing techniques of your choice, which are detailed under Throwing Techniques below. You can use only one throwing technique per attack.

You learn an additional throwing techniques of your choice at 6th, 11th, and 17th level. Each time you learn a new throwing technique, you can also replace one throwing technique you know with a different one.

Saving Throws. Some of your throwing techniques require your targets to make a saving throw to resist the throwing technique effects. The saving throw DC is calculated as follows:

Throwing technique save DC. 8 + your proficiency bonus + your Dexterity modifier

Blinding

When you make a ranged attack with a monk weapon that has the thrown property against a creature, you can expend 1 ki point to attempt to blind your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or is blinded until the end of their next turn.

Concealed

You can spend 1 ki point to make a hidden shot. Make a Dexterity (Sleight of Hand) check contested by an creature's Wisdom (Perception) check. In a success, you make the attack with advantage, and add damage to the attack equal to your martial arts die.

Disarming

When you make a ranged attack with a monk weapon that has the thrown property against a creature, you can expend 1 ki point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice.

Flurry

Immediately after you take the attack action on your turn to make a ranged attack with a monk weapon that has the thrown property or an unarmed strike, you can spend 1 ki point to make two additional ranged weapon attack as a bonus action.

Karmic

When you are hit by an ranged weapon attack, you can use your reaction and spend 1 ki point to make a thrown against the attacker. If you succeed on the attack, as part of the same reaction, you can use your Deflect Missiles feature.

Opportunistic

When an allied creature within range performs an opportunity attack, you can spend 1 ki point and use your reaction to make an attack against the same creature.

Redirect

You can use your ki to redirect a missed attack. After missing an attack with a monk weapon that has the thrown property, you can spend 1 ki point to aim the attack against another creature within range. The new attack is made with advantage.

Ricochet

When you hit a creature with an attack with a monk weapon that has the thrown property, you can spend 1 ki point to make another attack (no action required) against another creature within range. The attack is considered made from the position of the first target for purposes of range and cover.

Chemist's Hands

At 3rd level, you can make two object interactions (Use an Object action) per turn, instead of a single one. If you spend ki on your turn, you can make an additional object interaction per ki spent.

In addition, whenever you use your Martial Arts feature or Flurry of Blows feature, you can replace your unarmed strike with a thrown strike.

Science Goggles

At 11th level, you can now ignore the disadvantage from your ranged attacks with a monk weapon that has the thrown property due to attacking beyond normal range.

In addition, once per turn, you can use one of your throwing techniques without spending ki.

Arcane Artillery

When you reach the 17th level, you can use your bonus action to teleport to the position of a monk weapon you have thrown. If you make an attack right after teleport in that manner, the attack is made with advantage.

In addition, when you use your Flurry of Blows, you can replace one of your attacks made as part of that flurry to use your Arcane Artillery teleportation instead.

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