Base Class: Monk
Monks of the Way of Fortune are often denounced as gamblers or adrenaline junkies, but activities of high chance are dangerous, yet perfect playgrounds for them to refine their skills. In their meditations on life, monks of the Way of Fortune find truth not in nature, or in philosophy, but within chaos. Recognizing the fragility of fate and the ever-present nature of chance, these warriors find ways to sense the volatility of the universe and use it to their advantage.
Poker Face
When you choose this path at 3rd level, your realization of the unsteadiness present in the universe has rendered you hyper-aware internally, yet unreadable externally. You gain expertise in Insight and proficiency in Perception, if you do not already have it. Insight checks against you must be rolled with Disadvantage.
Gambler's Intuition
At 6th level, you become more acquainted with how to ride the waves of chance, and act at the right time to ensure your success. Once per long rest, you may roll with Advantage on any skill check, saving throw, or attack roll. This ability can be used before or after the roll. You may use this feature 2 times per long rest at level 9, 3 times per long rest at level 13, and 4 times per long rest at level 17.
Level 11: Double or Nothing
At 11th level, you have learned how to agitate and amplify the chaos of the universe. As a bonus action, you may spend 1 ki point to perform a melee, ranged, or spell attack roll with Disadvantage on your action. If the attack still hits, it does double the damage(after all other modifiers, bonuses, or debuffs are applied).
Level 17: Roulette
Untimely deaths occur out of nowhere, all the time. At 17th level, you have learned how to detect and draw out the tiniest chance of these casualties. By spending 6 ki points, you select 6 creatures within 60 feet of you to roll the dice of death. If there are less than 6 creatures within range, you must select the maximum number of targets possible. One of these creatures must be you. If there are fewer than 3 creatures within range other than you, Roulette cannot be used. All targets of this ability roll 1d6 on their turn. If they roll a 6, they are immediately reduced to 0 hit points by a spontaneous heart attack, and automatically fail a death save. Fallen roulette players cannot be healed or revived in any way until Roulette ends. Roulette continues until all but one of the targets have been reduced to 0 hit points. If a target is reduced to 0 hit points by another factor, they stop rolling and do not auto-fail a death save.
Previous Versions
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