Base Class: Monk
Master of feints, hooks, uppercuts, and footwork, those who follow this path emulate the way of the fist above all else, crushing and pulverising with every blow. With every swing they find weak points and exploit them, always making sure to never leave themselves exposed. With a flick of the wrist they send their enemies closer to the brink of unconsciousness.
Combo
Starting when you choose this tradition at 3rd level, you can use your fists more skillfully. You may learn three special moves which are listed under "special moves" below. You may learn an additional special move at 6th level, 11th level and 17th level in this class. Each time you level up you may replace one move you know with another from the list.
Using a special move requires combo, you gain one combo when you successfully attack a hostile creature with a monk weapon or unarmed strike and you may carry an amount of combo equal to your monk level. If a move requires a saving throw, unless it is specified, the DC will be 8 + your proficiency bonus + your wisdom modifier.You lose all combo if you do not attack a hostile creature with a monk weapon or unarmed strike during your turn.
Fancy Footwork (1 Combo): As a bonus action you may distract an hostile creature within 20 feet of you. That hostile creature must make a insight check, on a failure it has disadvantage on the next attack made against you.
Forearm Guard (1 Combo): As a reaction, you may make a constitution saving throw contesting the attack roll of the triggering attack, reducing the damage by half the result of the constitution saving throw if you succeed the contest.
Quick Feint (1 Combo): As a free action you may trick a hostile creature within 5 feet of you. You make a stealth check contesting a perception check from that creature, and if you succeed, you gain advantage on the next attack roll you make against that creature.
Insightful Stare (3 Combo): As a bonus action you may scan a hostile creature within 20 feet of you. You make an insight check contesting a deception check from that creature, and if you succeed, you learn about an attack it hasn't used yet, an ability it can use, or if it has spellcasting, a spell it has avaliable.
Duck and Weave (3 Combo): As a reaction, you may make a dexterity saving throw that takes the place of your AC against the attack that triggered the reaction.
Eye Poke (3 Combo): As a bonus action, you can force a creature within 5 feet of you to make a Constitution saving throw, becoming blinded until the start of your next turn on a failed saving throw. Creatures without eyes are not effected with this attack.
Charging Blow (6 Combo). As part of your attack action, you may make it so that you deal an extra 1d6 bludgeoning damage with your next unarmed strike, per 20 feet you move in a straight line beforehand. If you move a total of 60 feet or more and hit the creature, it must succeed on a Strength saving throw or fall prone on a failed saving throw.
Shockwave Punches (6 Combo). As a bonus action, your unarmed strikes until the end of your next turn deal your wisdom modifier as bludgeoning damage (minimum of 1) to creatures within 10 feet of the original target.
Bullet Punch (6 Combo). As a bonus action, your unarmed strikes until the start of your next turn act like ranged weapons. They have a range of 15/30 feet, and deal damage as normal.
Rocket Jabs (9 Combo). As a bonus action, and until the end of your next turn, you deal fire damage equal to half your monk level (rounded down) with your unarmed strikes.
Mindblowing Blows (9 Combo). As a bonus action, and until the end of your next turn, if the creature you are attacking has an intelligence of 4 or higher, they take an extra martial art die of psychic damage from your unarmed strikes.
Shatter Concentration (9 Combo). As a bonus action, the next time you hit a creature concentrating on a spell, that creature must make an intelligence saving throw DC 10 + your profiency bonus + your wisdom modifier. On a failure, the creature breaks concentration on the spell. On a success, they take 2d12 psychic damage.
Float like a Butterfly, Sting like a Bee
At 6th level, when you use the patient defense ki feature, you gain an extra stack of combo from your unarmed strikes until the end of your turn.
At 17th level, this feature lasts until the end of your next turn
Extra Attack
Beginning at 11th level, you can attack thrice, instead of twice, whenever you take the Attack action on your turn with a monk weapon.
Finishing Move
At 17th level, you learn how to use a devastating move. You learn one of the finishing moves listed below, and may learn a second at level 20. You must declare your preforming a finishing move before you attack. If you miss your finishing move, you expend half the combo (rounded down).
You may use a finishing blow once at 17th level, and twice at 20th level as part of your attack actions. Also you no longer have a limit of how much combo you can have at 20th level.
Devastating Uppercut (15 Combo minimum): You expend combo to preform a deadly uppercut. You make an unarmed strike that deals 15d10 bludgeoning damage and an additional 1d10 bludgeoning damage for every extra combo stack you expend.
Energy Disruption (15 Combo): You use your combo to preform a soul shattering punch. You make an unarmed strike that deals an extra 2d10 force damage, and on hit, the target must make a saving throw using their spellcasting ability, DC 10 + your proficiency bonus + your wisdom modifier, on a failed saving throw the target creature must expend a number of spell slots with a total level equal to the amount of damage dealt with your unarmed strike. If the creature uses innate spellcasting, then each 3/day spell is worth 5, 2/day, 7, 1/day 9. If the creature has no spellcasting, any features or abilities the creature may have that require a recharge, for example a dragon's breath weapon, cannot be used for 1 minute.
Armour Crunch (15 Combo): You consume combo to shatter your enemies defenses. If the target creature is wearing a metal or similarly breakable material (such as wood) armour or has a natural armour over 14, your next unarmed strike reduces their AC by 3 and deals an extra 5d10 piercing damage. If they do not meet the above criteria, then you deal 10d10 piercing damage.
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