Monk
Base Class: Monk

Monks who follow the Way of Machismo embrace the theatricality and excitement of wrestling, turning every encounter into a grand spectacle. Whether they’re grappling with foes or performing acrobatic feats, these monks know that victory isn’t just about defeating an enemy—it’s about putting on a show.

Superior Physique

Starting at 3rd level, you gain proficiency in the Strength (Athletics) skill, and your proficiency bonus is doubled for any ability check you make with it. Additionally, you may use your Strength modifier, instead of Dexterity, when calculating your Unarmored Defense.

Wrestling Technique

Also at 3rd level, you learn various techniques that are fueled by special dice called Contest Dice. You also gain proficiency in improvised weapons, and all improvised weapons count as monk weapons for you.

Techniques. You learn two techniques of your choice. Many techniques enhance an attack in some way. You can use only one technique per attack. You learn an additional technique of your choice at 6th, 11th, and 17th level. Each time you level up, you may replace one maneuver you know with a different one.

Contest Dice. You have a number of Contest Dice equal to your Strength modifier. Your Contest Dice are the same type as your Martial Arts die. A contest die is expended when you use it, and you regain all of your expended contest dice when you finish a short or long rest.

Saving Throws. Some of your techniques require your target to make a saving throw to resist the technique's effects. The saving throw DC is calculated equals 8 + your proficiency bonus + your Strength modifier.

Eye Strike

When you hit a creature with an unarmed strike, you may initiate this technique, punching or poking at the target's eyes. You expend one contest die, adding the result to the attack's damage, and the target must make a Constitution saving throw or become Blinded until the end of your next turn.

Headlock

Whenever you begin to attempt a grapple against another creature, you may expend one contest die to put them in a headlock. The target receives a bonus to their skill check to avoid being grappled. This bonus equals the result of your expended contest die. If you succeed in grappling the target, they become both grappled and restrained.

High-Flying Strike

Whenever you fall on top of another creature, you may initiate this technique. You immediately may make an unarmed strike against the target, expending one contest die and adding it to the attack’s damage roll. You take no damage from the fall that triggered this attack.

Jawbreaker

When you hit a creature with an unarmed strike, you may initiate this technique, slamming their jaw into your knee, elbow, or other such part of your body. You expend one contest die, adding the result to the attack's damage, and the target must make a Constitution saving throw or become Silenced for 1 minute.

Suplex

When you hit a creature that is grappled by you with an unarmed strike, you may initiate this technique, expending one contest die in an attempt to pick up your opponent, roll them over your shoulder, and slam them onto their back behind you. The target must make a Strength saving throw. On a failure, they are thrown 5 feet behind you and become prone, but they are no longer grappled by you.

Thunderclap Strike

When you hit a creature with an unarmed strike, you may initiate this technique, hitting both sides of their head in an attempt to rupture their eardrums. You expend one contest die, adding the result to the attack's damage, and the target must make a Constitution saving throw or become Deafened for 10 minutes.

Persona

At 6th level, you begin to take on a persona, masquerading behind a character to amuse and inspire awe in others. When you gain this feature, you gain proficiency in disguise kits, and you choose one of the following personas, gaining their listed benefits:

Idol

You gain proficiency in the Charisma (Performance) and Charisma (Persuasion) skills and may add your Wisdom modifier to their outcomes. Additionally, whenever you perform a Wrestling Technique, all allies within 15 feet of you (including you) gain temporary hit points equal to your proficiency bonus + your Wisdom modifier.

Scoundrel

You gain proficiency in the Charisma (Deception) and Charisma (Intimidation) skills and may add your Wisdom modifier to their outcomes. Additionally, whenever you perform a Wrestling Technique, all enemies within 15 feet of you must make a Wisdom saving throw against your Wrestling Technique save DC. A creature that fails this save has disadvantage on all attack rolls against creatures other than you while you are within their line of sight.

Advanced Grappler

Beginning at 11th level, you have become a master at grappling your foes. You have advantage on all Strength (Athletics) checks to grapple other creatures, as well as advantage on all checks or saves to escape other creatures’ grapples, and you may add your proficiency bonus to the damage rolls of all attacks you make against a creature you are grappling.

Additionally, you may now grapple creatures up to two sizes larger than you, provided that they are not Gargantuan. Once you reach 17th level, you may attempt to grapple any creature that isn’t expressly immune to being grappled.

Champion of the Arena

At 17th level, your mastery over the battlefield reaches its peak, allowing you to create a zone where you dictate the terms of combat.

As a bonus action, you may spend 6 Ki points to create an arena around you, a 45-foot by 45-foot cube centered on yourself. You may choose what the arena looks like, though its appearance cannot include anything that could be directly harmful to another creature, such as fire or a trap. While the arena persists, you gain the following effects:

  • No Escape. Creatures inside the arena cannot be affected by any teleportation, plane-shifting, or forced movement effects unless you allow them to be. Additionally, enemies that attempt to exit the arena must succeed on a Strength saving throw against your Wrestling Technique save DC or be unable to move out of the arena’s radius for that turn. A creature that starts its turn only partially inside the arena must also make a Strength saving throw against your Wrestling Technique save DC, automatically being moved to the nearest empty space within the arena on a failed save.
  • Collateral. Once per turn when you deal damage to a creature inside the arena, you may cause that attack to magically harm every other creature of your choice within the arena, dealing the same amount of damage to them. This damage does not apply any other effects that the attack would have inflicted.

The arena fades after 1 minute, if you fall unconscious, or if you choose to end it at an earlier time (no action required). Once the arena fades, you must complete a long rest before you may use it again.

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