Base Class: Monk
The Way of the Fool embraces the chaotic and unpredictable nature of combat, eschewing traditional weapons in favor of everyday objects turned instruments of destruction. Monks who follow this path are known for their resourcefulness, creativity, and willingness to embrace the unexpected in battle. Mastery of this path teaches one not only to control their ki but also how to extend it into every manner of object, both destructively and unpredictably.
Practical Approach
3rd-level Way of the Fool feature
Learning to use improvised weapons requires a different perspective when approaching combat. Knowing how to identify possible weapons and having the means to carry those weapons is a lesson The Fool knows all too well.
You gain advantage in Perception skill checks made to locate mundane items to use as weapons, and you gain proficiency with leatherworker's tools.
Improvised Assault
3rd-level Way of the Fool feature
To attack with the unexpected is the novice's understanding of the Fool. Nevertheless, it is a start.
You gain proficiency with improvised weapons and they are considered monk weapons for you. Improvised weapons are considered melee weapons whenever applicable. Additionally, when you hit a creature with an improvised weapon, you roll an additional martial arts die when calculating damage.
Might of the Fool
6th-level Way of the Fool feature
Whether prepared ahead of time or having to make due with what's available, you have been trained with the might of the fool.
You can use your Wisdom score (instead of your Strength score) when determining carrying capacity. You can also use your Wisdom (instead of your Strength) when making checks to push, pull, lift, or break objects. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on checks made to push, pull, lift, or break objects.
Ki-Channeling: Subtle
6th-level Way of the Fool feature
At 6th level you learn the art of ki channeling in subtle yet effective ways, granting the following benefits.
Magical Improvised Weapons. Your attacks with improvised weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Flick of the Wrist. When spending a ki point to make a ranged attack after successfully using the Deflect Missiles feature, you can roll the martial arts die an additional time and add it to the damage as long as the object being deflected is not a weapon with the thrown property.
Ki-Channeling: Hidden Pathways
11th-level Way of The Fool feature
What many consider the pinnacle of the art. You have truly committed yourself to the Way of The Fool, altering your own ki channels in such a way that many would consider it...foolish. For better or worse, the following effects have taken hold since altering your ki channels.
Divergency. You are no longer able to critically hit with any attack (spells included) that is not made with an improvised weapon.
Improvised Criticals. Your improvised weapon attacks score a critical hit on a 19 or 20.
Armed Strikes. Whenever a monk feature would allow an unarmed strike, you can instead make an attack with an improvised weapon.
Deep Pockets. Once per turn you can spend 1 ki point during your attack action to interact with a bag of holding or similar extradimensional space to extract an item to use as an improvised weapon.
Ki Weaving. You can manipulate ki in such a manner to force magic into spaces it should not be. Whenever a spell or spell-effect calls for a weapon attack (melee or ranged), you can use an improvised weapon instead (this bypasses any monetary components that a spell might call for). Forcing magic in this manner is an extremely unstable practice that not all items can withstand. Immediately after the spell or spell-effect ends, make a Wisdom Saving Throw vs a spell DC based on the item's size. If you fail the saving throw, the item is destroyed.
| Size | Save DC |
|---|---|
| Tiny | 19 |
| Small | 17 |
| Medium | 15 |
| Large | 13 |
| Huge | 10 |
| Gargantuan | 10 |
Ki-Channeling: Fool's Hand
17th-level Way of The Fool feature
You kept going. The Way of The Fool was not intended to reach these heights. Your path has lead you to these doors and The Fool has opened them...
Improvised Intimidation. The way you mishandle things is unnerving. You have advantage on Intimidation checks made while brandishing improvised weapons. You can also spend 1 ki point to add your Wisdom modifier to the Intimidation check total. If a creature fails the Charisma saving throw after you have expended a ki point, the creature is frightened of you for the next minute. The creature can repeat the Charisma saving throw at the end of each of its turns. If the saving throw succeeds, the creature is no longer frightened. The effect ends early if you are no longer holding anything in either hand.
Fool's Hand. In your volatile hands, just about everything has the potential of being dangerous. Once per turn when you attack with an improvised weapon as part of the attack action, you can expend ki points to do force damage equal to two additional rolls of your martial arts die per ki point spent. You can expend up to 5 ki points in this manner. If the attack is a critical hit, roll two additional martial arts die per ki point spent and the item in question is completely and utterly disintegrated. Once an item is destroyed in this manner, it can not be restored with anything short of a Wish spell.
Previous Versions
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Coming Soon
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