Monk
Base Class: Monk

This class is based on professional wrestling,  allowing for your monk to utilize performative combat to do devastating damage on the battlefield, and support your fellow mwmbwes of your Dungeon stable. 

 

 

Note: this is not balanced or 100 percent done. Feedback would be appreciated. 

SuperStar Style

you gain proficiencies in performance, persuasion and intimidation

You choose to be a FACE or a HEEL style superstar, gaining bonuses for both.

 

Face superstars are honourable, focusing on a good clean match, Heel wrestlers are willing to do anything that needs to be done to win

Face Fighting techniques

generally honourable, Face superstars work to do their best and treat others fairly. They gain expertise in persuasion, proficiency in disguise kits, and two special attacks that cost a 1 ki point each. Suplex and Spear 

Heel fighting techniques

A rule breaker, evildoer, villain. Unstoppable, immoral and they love every second of it.  Heels are not known for their honour and kindness; heel superstars will do anything to succeed. They gain expertise in intimidation, proficiency in improvised weapons and access to 2 special moves that cost 1 ki point each. Piledriver and curbstomp

 

Leap from the top rope

 A charge attack with a range of 30 feet. rush at your opponent attacking them with an unarmed attack , on hit the are knocked back 10 feet, and are knocked prone.

Reversal

 for 2 ki points , when attacked you may use your reaction to roll an attack, if your roll is higher , their attack does not hit you, instead, you hit them with an unarmed strike

superstar support

face superstars gain the ability to cheer. You may use your reaction to add your CHA modifier to an ally’s attack roll if they are within 30 feet of you. You may use this as an amount equal to your CHA modifier per long rest.

 

HEEL superstars gain the ability taunt. You may use your reaction to subtract an enemy's attack roll against you or an ally equal to your charisma modifier. You may use this as an amount equal to your CHA modifier per long rest

Signature Move

Please the crowd with your signature move! Place enemies in dire situations and eliminate them with style! Choose 2 of the following effects:

  1. Add 2 extra damage dice (at level 15 it becomes 3 damage dice and at level 17 it is 4 damage dice)
  2. Choose 1 of the following effects to force on a target that lasts for two rounds of combat, ending on the end of the target's turn, provided they fail a DEX save.
    1. Blinded
    2. Deafened
    3. Grappled
    4. Prone
    5. Stunned
  3. throw your target up to 20 feet
  4. Attack with advantage 
  5. Move 15 feet without triggering an attack of opportunity.

You may use your signature move 2 times a day at the cost of 4 ki points.

Tag Team

Tag Team: If an ally within 5 feet of you is attacked and it hits, you may  “tag” them, allowing you to switch places without either of you activating an attack of opportunity, and you may instead make an attack of opportunity at advantage on the foe That attacked your ally.

HEEL superstars gain access to Fake Hit , which, when they tag in, they can choose for the enemy to reroll the attack against them at disadvantage. If it misses , they  can make a DC 15 performance check to appear hurt, making foes not target them for 2 turns unless they are seen attacking another person or using an item. You may use this 3 times per long rest.

HEEL superstars gain access to Fake Hit , which , when they tag in, they can choose for the enemy to reroll the attack against them at disadvantage. If it misses , they  can make a DC 15 performance check to appear hurt, making foes not target them for 2 turns unless they are seen attacking another person or using an item. You may use this 3 times per long rest.

 

 

Finishing move

Upgrade a signature move by making it a finisher and add an extra option from the signature move choices. this costs an action, bonus action, reaction, and the rest of your movement speed. Use the remainder of your Ki points to unleash devastating extra damage, for each Ki point you have remaining, you add an additional D10 to the damage. If your target is not defeated, you are prone and suffer a level of exhaustion, you may only use a finisher once a long rest.  

Previous Versions

Name Date Modified Views Adds Version Actions
3/18/2025 2:29:05 AM
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Coming Soon

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