Base Class: Monk
All monks are known for being fleet of foot. The Way of the Jackrabbit leans into this aspect of martial arts by increasing the strength of the legs. More purely physical than many of its counterparts, this school forgoes esoteric spiritual abilities in favor of increased agility and striking power. Monks who follow this tradition are known for their devastating kicks and incredible leaping prowess.
Spring Heel Adept
Starting at 3rd level, your technique focuses on swift and powerful kicks. You gain the following benefits:
Axe Kick: When you hit a prone creature with an unarmed strike, add an extra martial arts die to the damage roll.
Drop Kick: When you hit a creature with one of the attacks granted by your Flurry of Blows, you can force it to make a Strength saving throw, knocking it prone on a failure.
Sweep Kick: If a creature misses you with a melee attack while you're using Patient Defense, you can force it to make a Dexterity saving throw, knocking it prone on a failure.
The DC for saving throws imposed by this feature is equal to 8 + your proficiency bonus + your Dexterity modifier.
You can use each of these abilities a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
Sure-Footed
At 3rd level, you've learned to mimic the nimbleness of the rabbit. You ignore nonmagical difficult terrain and your jump distance is doubled.
Spring Heel Master
When you reach 6th level, your legs have grown strong enough to effortlessly leap about the battlefield. You gain the following benefits:
Flying Kick: When you use Step of the Wind to disengage, you can pass through one enemy's space and take an unarmed strike against them.
Split Kick: If there are two creatures within 5 feet of you, you can spend 1 ki point to take an unarmed strike at both of them with one attack roll. On a hit, you only need 1 ki point to attempt a Stunning Strike against both. When using this ability, you only roll at advantage if both creatures are under an effect that grants you advantage. You can't use this ability on a prone creature unless it's two or more sizes larger than you.
You can use each of these abilities a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
Legs of Steel
Beginning at 11th level, you take half damage from falling and don't land prone. If you land on a creature or object, you can spend 2 ki points to stomp down and double the damage it receives. For example: You fall 50 feet and roll 5d6, totaling 20 damage. If you land on the ground, you will take 10 damage. If you land on a creature or object and spend no ki points, the target will take 10 damage while you take 5. If you spend ki points, the target will take 20 damage while you still only take 5. If you use Slow Fall to negate damage to yourself, an equal amount of damage is negated for the target.
If the target is a creature two or more sizes larger than you, you can attempt to knock it prone if you deal at least 3d6 damage and spend ki points. The creature must make a Dexterity saving throw. The DC is equal to 10 + your Dexterity modifier + your proficiency bonus.
Meteor Kick
At 17th level, you have learned to gather all the strength in your leg muscles for a devastating strike. As an action, you can spend 3 ki points to launch yourself directly at a creature within 15 feet of you that you can see. Make a melee attack. On a hit, the creature takes 6d10 damage and is pushed up to 20 feet. If this movement causes the creature to impact a solid object or another creature within one size of it, both take an additional 2d8 damage and are stunned until the end of their next turn. If there's a difference of more than one size, the larger creature is not stunned. If there's a difference of more than two sizes, the larger creature takes half of the additional damage.
If this action takes you out of melee range with a different enemy, it does not provoke an opportunity attack. After using this action, you land in an unoccupied space of your choice within 10 feet of the target creature. You can use this feature three times, and you regain all expended uses when you finish a long rest. You cannot use this feature if your speed is 0.
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