Monk
Base Class: Monk

Way of the Athlete monks are unique among martial artists in that they see their skillset not just as a study, but as a sport. They blend recreational athleticism with martial art, turning a ball typically used for games into a deadly weapon.

Projectile Technique

You can use one of the attacks granted by your Flurry of Blows to attack with a ball or other non-weapon projectile used for sport. You make this attack with proficiency, regardless of your weapon proficiencies, and the projectile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet. Such a projectile deals bludgeoning damage equal to 1d6 + your Dexterity modifier when used by you in this way.

If you miss with your Projectile Technique attack, the projectile ricochets harmlessly off of the target and returns to you. If you hit with your Projectile Technique attack, you can spend a ki point to cause the projectile to ricochet toward another target within 20 feet of the original, dealing the same damage to them. Then it returns to you.

Flawless Teamwork

When an ally of yours is within 5 feet of a creature, you have advantage on any Flurry of Blows attack you make against that creature.

Additionally, a number of times equal to your Wisdom modifier per short rest, you can replace one of the attacks granted by your Extra Attack with a Projectile Technique attack. You don't need to spend a ki point to use your Projectile Technique in this way.

Bounded Awareness

At 11th level, you know how to hit a creature even when you cannot see them, using your surroundings to guide your attacks. When you spend a ki point to use your Flurry of Blows and then make a Projectile Technique attack, you can choose to target a creature with whom you do not have direct line of sight, provided there is a solid vertical surface (such as a wall or tree) within 30 feet of you that both you and the target can see. The projectile ricochets off that surface; if it misses the target, it returns to you. If it hits, it does not.

Additionally, your swift strikes become disorienting, disrupting an enemy's poise. When you hit a creature with a Projectile Technique attack, that creature must make a Dexterity saving throw against your ki save DC. On a failed save, until the end of their next turn, their movement speed is halved, and they can't take reactions.

Faultless Readiness

 At 17th level, you are always vigorous and ready for battle. When you roll initiative, you can spend 2 ki points to immediately make one attack. The initiative order begins as normal after you hit or miss with this attack.

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