Base Class: Monk
These monks stray from the traditional path of life for most monks at a young age. Instead, they begin their training to be silent, quick, and deadly footmen with an enhanced skillset. They can range from scouts, messengers, or even assassins. They use sneaky attacks, thrown weapons, and move in the shadows to get the job done.
Trained with the Blade
At 3rd level, you gain the following benefits:
When you make an attack with a monk weapon or thrown weapon, you can add your martials arts die to the attack roll or damage roll. You can use this feature a number of times equal to your proficiency bonus per long rest. If you are out of uses, you can spend 1 ki point to use this feature.
Additionally, you can use your flurry of blows with small (handheld) thrown weapons, provided you have enough weapons on your person to throw.
Highly Skilled
At 3rd level, you gain the following benefits:
You gain proficiency in one skill. You can instead gain expertise in a skill you are proficient in. You gain another choice for this feature at levels 6, 10, and 14.
You also gain one tool proficiency and one language at 3rd level only.
Shadow Movement
At 6th level as a bonus action, you can activate one of the following effects:
- Silent Movement: Your footsteps make no sound and leave no footprints.
- Water Movement: You can move across liquids. You cannot stand on liquids, and fall in if you end your turn and aren't on solid ground.
- Rapid Movement: You can use the dash action as a bonus action on your turns, and ignore difficult terrain while dashing At 15th level, you unlock more choices of movement:
- Dark Movement: While within dim light or darkness, you can teleport up to 60 ft to another spot of dim light or darkness you can see within range
- Dragon Movement: You ignore all opportunity attacks. When you move within 5 ft of an enemy, you can attack with an unarmed strike. You can only hit each enemy once each turn. Each movement lasts for 10 minutes, and can be used a number of times equal to your proficiency bonus. If you are out of uses, you can spend 3 ki to use this feature, but suffer one level of exhaustion once the effect is over.
Adapting Warrior
At 11th level, you choose to gain 3 of the 5 following features:
- When you take damage, you can use your reaction to spend 3 ki points to gain resistance to that type of damage for 1 hour.
- While in a dim or dark, lightly obscured, or busy area, you can spend 2 ki points to camouflage into your environment, gaining advantage on the stealth check (if any)
- You have an excellent sense of time, always know which way is north, and can tell what the weather will be in your area within the next 24 hours.
- As a bonus action, you can roll your martial arts die and gain that many ki points. You can only use this feature once per long rest.
- You gain the Rogue Sneak Attack feature. The extra damage you roll is a number of your martial arts die equal to half your level. You must spend 2 ki points to sneak attack.
Ninja Master
At 17th level, you choose to gain 3 of the 5 following benefits:
- You can spend 3 ki points to add your martial arts die to any ability check or saving throw
- When using your flurry of blows, you can spend 5 ki points to move up to 30 ft and use another flurry of blows on a different target as a bonus action
- You can spend 5 ki points to remove one level of exhaustion from yourself
- You can spend 5 ki points to teleport behind an enemy within 60 ft.
- When you take no damage due to the Evasion ability, you can spend 5 ki points to move up to 30 ft and use flurry of blows.
Previous Versions
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10/8/2024 11:36:40 PM
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5e
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10/8/2024 11:43:29 PM
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2
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Coming Soon
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