Monk
Base Class: Monk

 mixed martial artist does not seek perfection or mastery over a style, but the mastery over fight itself. And to become the best fighter they can be, they draw from multiple sources, and learn how to use their bodies to the fullest to strike, push, grab and twist their enemies using each fiber of muscle inside their bodies.

Flurry of Strikes

There's more than one type of strike. A punch or a kick might simply hurt, but you can turn that strike into something more. You've learned how you can weaken the body so that your target isn't as effective, weaken their defenses with a might blow, or strike so fast they feel as if they've been hit twice. When you use your flurry of blows, you can do one of the following to your target.

• Pressure point strike- it must succeed on a Constitution saving throw or its strength based attacks deal reduced damage equal to one roll of your martial arts die until the end of its next turn.

• Hammer blow- it must succeed on a Dexterity saving throw or have its Ac reduced by 2 until the end of its next turn.

• Twin strike- It must succeed on a Dexterity saving throw or it takes an additional martial arts die of damage.

Soft Grappling

You can use your Dexterity, instead of Strength, for your contested Strength (Athletics) checks.

In addition, whenever you grapple or shove a target, or whenever a creature end its turn grappled by you, it takes damage equal to your martial arts die.

Styles

Each style gives you a passive benefit. In addition, each style also gives you a different ki feature, that can be used by spending 1 ki point.

Whenever a style require a bonus action to be used, if you use your flurry of blows you can replace one of your attacks by the effect of that style.

Boxing

When you take the Attack action and hit an unarmed strike, your next unarmed strike or contested Strength (Athletics) check is made at advantage.

Muay Thai

Once in each turn, you deal additional damage with your unarmed strikes equal to your martial arts die.

Kickboxing

Once per turn when you hit a creature with a unarmed strike made as part of the Attack action, you can make another unarmed strike against the same creature.

Judo

When you succeed on a grapple attempt, you can choose to knock the target prone using your bonus action.

Aikido

When you succeed on a grapple attempt, you can choose to push the target 10 feet using your bonus action.

Jiu Jitsu

When you succeed on a grapple attempt, you can restrain your target using your bonus action. If you do so, you are also restrained and both fall prone. A restrained target must succeed on a contested grapple check to return to grappled.

Tae Kwon Do

Once per turn when you have advantage on a unarmed strike, you can forgo the advantage to make two unarmed strikes instead. Alternatively, you can forgo one unarmed strike to make two, at disadvantage.

Karate

You can forgo one of your attacks made on your turn to make an unarmed strike. On a hit, you double the damage of that attack.

Sumo

You can use your bonus action to give yourself advantage on all Strength checks and saving throws made until the end of your turn.

Versatile Combat

You can make grapple and shove attempts as part of the Attack action.

In addition, you can use your Deflect Projectiles features to deflect melee weapon attacks and unarmed strikes. Reducing these types of attacks to 0 damage allow you to make an unarmed strike, a grapple or a shove attempt as part of the same reaction.

Multiple Ranges Specialist

You gain the following benefits:

King of the Octagon

Whenever you use Flurry of Blows, Patient Defense or Step of the Wind, you can use one of your Style ki features without spending ki

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