Base Class: Monk
The way of the Dandy are calm fighters of the unarmed ways, using a variety of techniques to confuse and lay down the pain on their foes. Originally developed by a vampire following the way of the Dandy usually can bring suspicion upon you despite the teaching becoming more and more common among civilization. Despite this normally those who follow the way of the Dandy are vampires, work under one, or stole scriptures about the teaching which is how it most likely became common outside the vampire's reigns and started to be taught to the common folk but if you offer to teach it you are placed under suspicion as a vampire as well. The teachings' main philosophy is as stated "For one, the iron will to keep one's life or death out of the bounds of consideration. For two, the art of molding that iron will into shape, and the pride that it brings. For three, what truly decides a battle. Not will, pride, victory, life, or death, but that which delivers those in peril and preserves those in privilege. That is to say... Dandyism *snaps*"
Mappa Movement
When you take this tradition at the 3rd level, you get 2 abilities listed below.
Mappa Hunch
A dash attack that costs 1 ki point, you can dash 20ft total and if you dash 5-10ft it gives more power behind your strike making you roll 2 damage die when you hit with an unarmed strike which you roll normally, this dash counts as an attack for extra attack and does not consume movement.
Blink Dash
You can use your reaction to quickly move back 5ft to avoid a melee attack against you, rolling dexterity against the creature's attack to succeed in the evasion, you must roll higher than the attack or you will still get hit but you successfully move back either way. this movement will provoke an opportunity attack from surrounding creatures. you can use this feature an equal number of times to your proficiency bonus per short rest.
Hand of Universal Doom
At the 6th level, you get 2 more special abilities listed below
Hand of Doom
When you successfully grapple a creature you can then throw them 15ft in any horizontal direction with a DC 8 + DEX + WIS dexterity save, on a failed save they take 2d6 force damage and fall prone, on a successful save they take half damage and avoid falling prone, they also will stop themselves from falling off any edge they were attempted to be thrown off of.
Universal state
You also can spend 2 ki points to enter Universe state, you deal 1d4 extra force damage with any unarmed attack and get +10ft of movement, at the 12th level increase the additional damage to 2d4 force damage. You can use this feature twice per combat and last 3 turns
Dandy Step
Dash 15ft towards an enemy and use a powerful attack for 2 ki points or spend 3 ki points as a reaction and dash 10ft back then 10ft back to your original position and use a powerful attack, you can also save 1 ki point by not using a follow-up attack, and both do not consume movement or cause opportunity attack. You can only use unarmed attacks for the attack roll.
Here is the list of follow-up attacks
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Pile Bunker |
A powerful forward strike, make your attack roll, and on a successful hit add 3d4 force damage |
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Bump Ahead |
A low sweep with your leg, make your attack roll, and on a successful hit deal 1d4 force damage and knock the opponent prone, you can spend an additional ki point for an additional unarmed strike |
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It's Late |
A powerful downward swing that sends an upward shockwave when hitting the ground, make your attack roll, and on a successful hit deal 2d4 force damage, if the creature is out of reach and is directly above you up to 25ft they will get hit by the force damage and fall to the ground, creatures on the ground take 1 additional force damage instead. |
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Master's Hammer |
Lunge up to 10ft in the air to go over the opponent and land a powerful attack from the opposite side you started. make your attack roll at advantage if this is your action, on a successful hit deal 2d4 force damage, if you used this as a reaction, make your attack roll, on a successful hit deal 2d4 force damage and the next attack you make against the creature you hit will be made at advantage. |
Last Mappa Hunch
When you reach the 17th level, the ki point cost of Dandy step is reduced by 1 for both versions. Universal state will last 6 turns. You roll 2 damage die when using mappa hunch no matter the distance and blink dash no longer invokes opportunity attacks.
You also get 2 more abilities
Super Mappa Hunch
A dash attack that costs 5 ki points and reaches 40ft, hitting a creature within 5-15ft of movement lets you roll 2 damage die, 20-35ft lets you roll 3 damage die, hitting a creature at full dash distance rolls 3 damage die and counts as a crit if it hits effectively letting you roll 6 damage die, this counts as an attack action for extra attack and flurry of blows. This move does not provoke opportunity attack and does not consume movement.
Last Horizon
An ultimate strike that costs 10 ki points, you roll an attack that if it hits requires the creature to make a 10 + DEX + PROF dexterity saving throw, on a failed save they take 20d10 force damage and fly 50ft backwards at high speeds, if they hit a wall they will take additional 2d6 force damage, any creature behind the hit creature must make a DC 14 dexterity save, on a failed save they take 2d6 force damage, on successful they take half, on a successful save the hit creature will fly 25ft back, take half damage, and if they hit a wall take 1d6 force damage, the saves are the same for any creature behind them if they succeed the save.







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