Monk
Base Class: Monk

It is common for kenku to flock together in cities, forming gangs for the sake of their own survival. However some of these flocks decide exist for more than mere survival. These flocks train themselves to use their inherent abilities to overcome their weaknesses, strengthening their body and mind in the process. Some of these fighters attain the ability to use telepathy as a way to surpass their natural restrictions with speaking. The strongest of these flocks even obtain the ability to fly, a power that was long lost to the kenku.

Warriors of this background have discovered how to use their mimicry abilities in the midst of battle, making them especially deadly. These fighters have mastered the art of subtle misdirection, imitating the sounds of battle as feints and leaving their opponents wide open to attack. They throw their voices, misleading their enemies and leaving the desired path open to the flock. Any kenku can use their abilities to protect themselves and hurt their enemies, but none are deadly in the way that these kenku monks are.

The Way of the Kenku can only be chosen by kenku characters.

Kenku Discipline

When you choose this tradition at level 3, you gain proficiency in Stealth and Deception.

Practiced Mimicry

When you choose this tradition at level 3, you gain new ways to use your mimicry abilities both on and off the battlefield.

Sneak Mimicry: You may spend 1 ki point to gain advantage on your next Stealth check. This ability does not work against creatures that can not hear you.

Combat Misdirection: When in combat, you may attempt to use your mimicry abilities to mislead and unbalance your opponents. When you attempt to use this ability, the target must make an Insight check versus your Deception check. If the target fails, you may spend 1 ki point and the use of your bonus action to gain advantage on your next attack role against the target. This ability does not work against creatures that can not hear you. You may only attempt to use this ability once per turn.

Second-Story Work

At level 6, your experience in traveling across city rooftops has made you an adept climber and acrobat.

Climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

Opened Mind

At level 11, your continued practice and discipline has granted you the ability to use your ki to communicate with others via telepathy, as effective as if you were speaking with your own voice.

As an action, you may spend 3 ki points to cast Telepathic Bond without need of any components.

Greater Misdirection

At level 11, you have become even more skilled in tricking your opponents during the heat of battle.

Greater Misdirection: This ability replaces "Combat Misdirection". When you attempt to use this ability in combat, the target must make an Insight check versus your Deception check. If the target fails, you may choose to spend 2 Ki points and use your bonus action to gain advantage on all of your attack roles against the target until your next turn. You also gain a bonus to all of your damage rolls made against the target until your next turn. This bonus is equal to one roll of your martial arts die. This ability does not work against creatures that can not hear you. You may only attempt to use this ability once per turn.

Flight of Enlightenment

At level 17, you have attained an ability that most kenku can only dream to possess: the ability to fly.

As an action, you may spend 5 Ki points to cast Fly on yourself only, without need of any components. Your speed is either 60 feet or your normal walking speed, whichever is higher.

Perfect Misdirection

At level 17, fooling your opponents in combat has become nearly effortless to you.

When you use your “Greater Misdirection” ability, you may spend an additional 2 Ki points to forego the use of your bonus action as part of the cost for this ability.

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