Monk
Base Class: Monk

The Way of Chivalry is no different from the monks that train in temples. For this is a way of honor and mastery over weaponry. Those who dedicate their life to this tradition are often knights or warriors of the highest caliber. Training to perfect the techniques and stances of the weapons they choose to be the master of.

Those who follow the Way of Chivalry value honor and fairness, choosing to act as enforcers of the ideal or to simply teach others of this way when they can.

Those of this way usually adorn themselves in simple armors. The need for extravagance is not something that suits one who values skill above all.

Rightful Fighting

3rd-level Way of the Chivalry feature

Your mastery of your weapon allows you to use it with finer control. You gain proficiency with martial weapons, light armor, medium armor and shields. When wearing armor or a shield, you still retain the benefits of your Martial Arts feature. Choose a melee weapon that you are proficient with that does not have the special property. When you attack with that weapon, you can use your Dexterity modifier instead of Strength for the attack and damage rolls. In addition, you lose the ability to take an unarmed strike as a Bonus Action as part of the Martial Arts feature. You may instead use a light weapon attack to replace any monk abilities including an unarmed strike.

In addition, you gain proficiency in a skill of your choice between: Athletics, Intimidation, Performance, or Persuasion. While outside of combat you have advantage on Wisdom and Charisma checks against Lawful creatures.



At 5th Level, the Stunning Strike feature is replaced with Mordhau.

Starting at 5th level, you can quickly shift the grip of your weapon. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a mordhau. The target must succeed on a Constitution saving throw or take your Monk level in bludgeoning damage.

Regal Stances

6th-level Way of the Chivalry feature

When you wield a weapon, you gain one of the following while wielding a weapon of the corresponding type:

Axe. While you are wielding a Battleaxe, Greataxe, or Handaxe. You can reduce your armor class up to your proficiency bonus until the start of your next turn to grant a bonus equal to the amount of armor class reduced to your damage with those weapons.

Hammer. While you are wielding a Club, Flail, Greatclub, Light Hammer, Mace, Maul, Morningstar, or Warhammer. Once per turn, you can reduce the armor class of targets you hit with these weapons by a fifth of your Monk level until the start of your next turn.

Polearm. While you are wielding a Glaive, Halberd, or Quarterstaff. You can perform a flourish as a part of your attack. You may make a contested athletics check against any creature within 5ft of the original target, shoving them 10ft on a success.

Sword. While you are wielding a Dagger, Greatsword, Longsword, Rapier, Scimitar, or Shortsword. When targeted by a melee attack, you may use your reaction to attempt to parry. Make an attack roll, if the result is higher than that of the triggering attack, you take half damage and finish the attack, dealing your normal weapon damage.

Spear. While you are wielding a Javelin, Lance, Pike, Spear, or Trident. You can perform a special attack as part of your movement. If you move at least 20 ft. towards a target before making an attack, that resulting attack roll becomes a minimum of 10.

Scythe. While you are wielding a Sickle, Scythe, or a Warpick. You can use your reaction when targeted by a melee attack to perform a flowing flourish. You make a contested performance check against the attack roll, if you roll higher than the attack roll then you can move up to your movement speed in any direction, causing the attack to miss and the creature to become charmed until the end of its turn.

Exotic. While you are wielding a weapon that does not fall under the categories mentioned above, you can use your bonus action to perform an intimidating flourish. Forcing a target of your choice that can hear and see you to make a Wisdom saving throw against your Monk DC, becoming frightened on a failure until the end of your next turn.

Knightly Stances

11th-level Way of the Chivalry feature

When you are outside of combat, you may select a stance to maintain. While you maintain a stance you gain the benefits of the ability until you choose another stance to maintain. When you roll initiative, the stance you chose is the one you will begin in when you are in combat. You may choose to enter a different stance at the start of your turn (no action required).

High Stance. You are of high status, you carry yourself with a regal gait. While you are outside of combat you can add your Wisdom modifier to your Intimidation and Persuasion checks.

When in combat your movement speed is reduced by -30 as you maintain a regal and imposing stance. Anytime an attack would miss you, as a reaction you can spend 5 ki points to force the target to make a Charisma saving throw. On a failure the target is Stunned until the start of your turn.

Relaxed Stance. You are one that understands the people around you, carrying yourself with a lax gait. While you are outside of combat you can enter places you normally wouldn't be allowed without angering others within reason, your disposition making it so you are less alarming and well trusted.

When in combat you suffer a -10 penalty to your attack rolls as you ease your stance and empty your mind of needless thoughts. When you hit a target you can spend 1 ki point as a bonus action to force that target to make a Wisdom saving throw. On a failure the target has disadvantage on attack rolls on other targets aside from you until the start of your next turn.

Focused Stance. You are someone that has an intense focus, carrying yourself with a stiff and reserved gait. While you are outside of combat you can perform an Insight check on a creature contested by their Deception. If you succeed then for 24 hours you can tell when that creature is lying to you. On a failure that creature is immune to this ability for 24 hours.

While in combat you suffer a -10 penalty to damage rolls but add your Wisdom modifier to your hit bonus. Any time you would hit a target, you can spend 3 ki to force the target to make a Intelligence saving throw or suffer a penalty to their next saving throw equal to your martial arts die.

Knight's Knave

17th-level Way of the Chivalry feature

At the pinnacle of your training, every knight must take on a student to pass on their lessons and techniques. This is a process that is sacred and forges a special bond between knight and knave. You can find a creature to choose as your knave, performing an arduous process of training them for a full season, or 120 days. After which they become your student and gain abilities that will aid you as your trusty companion. If a knave should die, any means that would normally be used to revive a player can be used on a knave.

Knave

Armor Class 13 (natural armor) + your proficiency bonus + your Wisdom modifier

Hit Points 5 times your Monk level + your Wisdom modifier times 10

Speed 40 ft., climb 40 ft., swim 40 ft.

STR
16 (+3)
DEX
11 (+0)
CON
14 (+2)
INT
11 (+0)
WIS
16 (+3)
CHA
15 (+2)

Saving Throws Shares your Saving Throw proficiencies

Skills
Choose 3 of your proficiencies

Senses 
darkvision 60 ft., your passive Perception

Languages understands and knows the languages you speak

Challenge Half of your Monk level
 
Proficiency Bonus Your Proficiency Bonus

 

 
 

My Master's Specialty (1/day). The knave can be attuned to one item of your choosing. It gains no benefit from this item. Once per long rest while you are within 5 ft. of your knave, you can use your action to switch one of your attunement items with the one the knave is holding. Immediately attuning to it and unattuning to a selected item. The knave will then hold the selected item and attune to it, retaining no benefits.

Knight in Training. Your knave shares in your pool of ki points and can use any Monk class features you have. If a class feature requires a saving throw then it uses your save DC. Any ki points the knave uses is reduced from your ki point pool.

Actions

Training sword. Melee Weapon Attack: Your Wisdom modifier + your Proficiency bonus to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) + your Wisdom modifier magical slashing damage.

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