Monk
Base Class: Monk

Monks who follow the Way of the Compensated Anarchist embrace doing whatever they deem necessary to achieve their goals, blending their martial prowess with a keen understanding of engineering to harness the power of explosive devices. These monks have a knack for causing mayhem and turning the tide of battle in their favor through unconventional means. Their unique abilities allow them to mix the discipline of their martial arts with the chaotic destructive power of explosions to achieve their goals with flare. 

Explosive Expertise

At 3rd level, Compensated Anarchists gain proficiency with alchemist’s supplies and gain the ability to create small explosive devices during a short or long rest. You may create a number of explosive devices equal to your proficiency bonus. As an Action or Bonus Action explosive devices can be used as thrown weapons with a range of 45 feet. Each creature within a 10ft radius must succeed a Dex saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or take 1d6 fire damage and 1d6 force damage and are knocked prone; on a successful save a creature takes half damage and is not knocked prone. The damage increases to 2d6 fire + 2d6 force damage at 5th level,  3d6 fire + 3d6 force damage at 11th level, and 4d6 fire + 4d6 force damage at 17th level.  Throwing an explosive device counts as taking the Attack action for monk abilities.

Propaganda Artist

At 3rd level, Compensated Anarchists hone their ability to read and influence others through keen observation and intuition.When you make a check using Persuasion, Performance, Deception, and Intimidation, you may add your Wisdom modifier to the check.

Detonating Strike

At 6th level, Compensated Anarchists learn to channel explosive energy into their unarmed strikes. Once per turn, when you hit a creature with an unarmed strike, you can expend 1 ki point to deal an extra 2d8 force damage and force the target to make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier). On a failed save, the target is knocked prone and pushed 10 feet away from you. If the target succeeds, they are not knocked prone or pushed 10ft.

Ki-Infused Explosives

At 11th level, Compensated Anarchists learn to infuse their explosive devices with ki, enhancing their potency and versatility. When you throw an explosive device at an enemy, you can choose to spend ki points to grant the device additional effects. This may be done up to your Wisdom Modifier per day. You may choose one or more of the following enhancements for each device:

Piercing Shrapnel: Spend 1 ki points. The device deals an additional 2d6 piercing damage to all creatures in the explosion radius.
- Deafening Blast: Spend 2 ki points. Creatures within the explosion radius must succeed on a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or be Deafened until the end of your next turn. Creatures may repeat this saving throw as an action on their next turn.
- Blinding Flash: Spend 3 ki points. Creatures within the explosion radius must succeed on a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or be Blinded until the end of your next turn. Creatures may repeat this saving throw as an action on their next turn. 

One with Explosions

At 17th level, throwing explosives are as easy as breathing to Compensated Anarchists. You no longer require the use of an Action or a Bonus Action to throw an explosive device at a target. 

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