Base Class: Monk
An Outcast is a monk that has lost their Way. Trained in the basics of the style, they have abandoned the rigorous discipline and philosophy of their tradition, and are usually now enrolled only in the school of hard knocks.
Having been trained in the fundamentals of the art of ki, these monks choose as often as not to apply that art to tavern brawls. Much to the horror of many more formal monks, their rough and tumble lifestyle tends to be a solid source of further training.
With great power comes great responsibility? These monks are going to stick with just the great power, thank you very much. Almost always Chaotic, they can range the spectrum from Good to Evil and everything in between just as easily. A distaste for the rigorous philosophy of an order does not mean a penchant for Evil, but Evil and vice can sometimes lead a monk down this road.
Credit to KibblesTasty
Bonus Proficiencies
At 3rd level, you gain proficiency in the Athletics skill
Pragmatism
At 3rd level, you embrace a more pragmatic view, knowing that the old monk traditions, are just a bunch of excuses, gaining the following benefits:
- You have proficiency in improvised weapons. Improvised melee weapons count as Monk weapons for you.
- You gain proficiency in light armor and medium armor, and gain the benefits of Martial Arts and Unarmored Movement while wearing it.
- You can use your Strength modifier in place of your Wisdom modifier for calculating your ki save DC.
You gain the following additional Pragmatic Techniques you can spend ki on.
Kick 'em While They're Down (1 Ki).
When you hit a target that is prone, restrained, or incapacitated, you can expend a Ki point to deal additional damage equal to two rolls of your Martial Arts die.
Unexpected Technique (1 Ki).
When you make a grapple check, you can expend a ki point to add your Martial Arts die to the roll. You can do this after the contested roll, and it can potentially turn a failure into a success. On success, the target takes damage equal to the amount rolled on the added die.
Can't see me now! (2 Ki)
After you roll an unarmed strike, you can spend 2 ki points, to poke the opponent in the eyes. The target has to make a constitution saving throw. On a failed save, the strike will now do no damage, but also apply the blinded condition, which ends after the creature uses and action to rub their eyes.
Off the Wagon
At 3rd level, you have found other ways to "meditate" and regain ki points, in not so boring ways. Whenever you do things, such as playing cards, drinking ale or other relaxing activities, you regain half your max amount of ki points, rounded down.
Soak it Up
At 6th level, your extensive training in the art of getting hit with bar stools, broken bottles as well as the sheer amount of substances in your body, helping take some of the edge off, which grants you increased endurance. When you roll initiative you gain temporary hit points equal to your Constitution modifier + your proficiency bonus. These temporary hit points are refreshed any time you take the Dodge action.
Where it Hurts
At 11th level, you have acquired the ability to carefully and precisely predict your opponents moves. Ha, just kidding, you just hit them in the groin, step them over their toes or poke them in the eyes. When you use Stunning Strike on a critical hit or on an attack made against an enemy that was unaware of you, the target has disadvantage on their saving throw against being stunned.
Lean Into It
At 17th level, your ability to throw hands, is unmatched. Instead of adding your proficiency bonus to an attack roll with an unarmed strike or monk weapon, you can add twice your proficiency modifier to your attack rolls.
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