Monk
Base Class: Monk

There are some who devote themselves to the lives of modesty. Taking vows of silence, poverty, or chastity, to show themselves as an example to those outside their lifestyle that, through self-discipline and rigorous routine, anything is possible. Then, there are some who follow the Way of the Wild Ensemble. They know that by striking fear into the hearts of evildoers, or by showing that great heroes can overcome seemingly insurmountable odds, they can inspire the populace and overcome their own vices and demons.

These practitioners attune themselves to the thoughts of the people, the heroes of old, and the stories that live in the hearts thereof. Often accumulating huge swaths of fans, they take their training no less seriously than any other martial artist, because for them, it isn't just about the individual doing the training - it's about achieving and inspiring something far greater than themselves. It's about becoming the cream of the crop, and rising to the top.

A Big Show

At 3rd level, you may spend a ki point as part of rolling initiative to move up to your speed before combat begins. Through this move, you reveal yourself boldly and confidently, drawing attention to yourself and interrupting any stealth you may have had. This ability should help prevent you from finding yourself unjustifiably in a position you'd rather not be in.

Promo School

Also at 3rd level, you gain proficiency in Performance, Persuasion, or Intimidation checks. 

Additionally, when a creature within 5 feet of you makes a successful melee attack against you, you may use your reaction to make an opposed Athletics check against that creature. If you are successful, you take damage from the attack as normal, but then you grapple the target.

Heel-Face Turn

Your training has come to a point where you must choose a persona to embody. Either you channel the monstrosities of arrogance and efficiency, learning to intimidate your foes into submission with your very presence just as much as the thought of being ground into dust by your heel, or you learn to become the very face of nobility, fair-play, and justice, inspiring heroics and hope in even the most downtrodden.

When you reach 6th level in this class, you gain one of the following features:

Aura of The Undertaker: Once per turn, when you make a melee attack, you may spend 2 ki points to exude an aura of desolation, weakness, and hopelessness. Every enemy creature of your choice within a 10-foot radius sphere centered around you must make a Charisma saving throw against a DC equal to 8 + your Charisma modifier + your proficiency modifier. On a failed save, creatures take a number of d4 psychic damage equal to your monk level. On a successful save, they take half as much damage. Additionally, all affected creatures have disadvantage on their attacks. This effect lasts until your next turn.

Aura of The Unseen One: Once per turn, when you make a melee attack, you may spend 2 ki points to exude an aura of hope, power, and confidence. Every allied creature of your choice in a 10-foot radius sphere centered around you gains a number of d4 temporary hit points equal to half your monk level. Additionally, these allies have advantage on their attacks. This effect lasts until the end of your next turn.

Aura of The Undertaker

Once per turn, when you make a melee attack, you may spend 2 ki points to exude an aura of desolation, weakness, and hopelessness. Every enemy creature of your choice within a 10-foot radius sphere centered around you must make a Charisma saving throw against a DC equal to 8 + your Charisma modifier + your proficiency modifier. On a failed save, creatures take a number of d4 psychic damage equal to your monk level. On a successful save, they take half as much damage. Additionally, all affected creatures have disadvantage on their attacks. This effect lasts until your next turn.

 

Aura of The Unseen One

Once per turn, when you make a melee attack, you may spend 2 ki points to exude an aura of hope, power, and confidence. Every allied creature of your choice in a 10-foot radius sphere centered around you gains a number of d4 temporary hit points equal to half your monk level. Additionally, these allies have advantage on their attacks. This effect lasts until the end of your next turn.

Finisher

Beginning at 11th level, when you successfully hit an opponent that you have grappled, you may expend 1 ki point to take both you and the grappled creature prone. You may also spend 1 ki point when you hit a creature that is grappled and prone to greatly exaggerate the strike, causing it to make a Constitution saving throw. On a failed save, that creature is incapacitated for a number of rounds equal to your Charisma modifier. On a successful save, the creature takes damage as normal.

Tweener's Showmanship

At 17th level, you gain a number of extra ki points equal to your Charisma modifier, and you gain the feature you did not take at 6th level. You may use both of these auras at the same time, but both still only once per turn. Creatures affected by these abilities are now frightened and immune to being frightened for 1 minute as opposed to until the end of your next turn.