Monk
Base Class: Monk

The circus, the festival, the grand performance—these are the training grounds for those who follow the Way of the Entertainer. To them, combat is not just about efficiency, but flair, dazzling opponents with flips, flourishes, and feats of impossible dexterity. They strike with the precision of a tightrope walker, evade attacks with the grace of a dancer, and use sleight-of-hand to trick their foes.

Whether they hail from traveling carnivals, elite stage troupes, or underground fighting rings, these monks turn combat into art. Their strikes aren’t just powerful—they’re spectacular.

Level 3: Grand Entrance

You gain proficiency in the Performance skill, and whenever you roll initiative, you can move up to half your speed immediately (this movement doesn’t provoke opportunity attacks).

Level 3: Flourishing Strikes

Your martial prowess is honed for spectacle as much as for battle. Once per turn, when you hit a Large or Smaller creature with an Unarmed Strike you can cause them to suffer one of the following effects of your choice:

Acrobatic Toss. The target makes a Strength saving throw. On a failure, You vault over your opponent, sending them sprawling. You and the target switch places, and the target gains the Prone condition.

Enthralling Strike. The target makes a Wisdom saving throw. On a failure, you dramatically seize your foe's attention, turning their focus onto you. Until the end of your next turn, the target cannot take any reactions and has disadvantage on attack rolls against all creatures except for you.

Dizzying Spin. The target makes a Dexterity saving throw. On a failure, you whirl them into a disorienting spiral, leaving them vulnerable to attacks. The target gains the Dazed condition until the end of your next turn. 

Level 6: Flame and Steel

You incorporate dangerous stunts into your combat repertoire. You gain the following features.

Fire Breathing. As an action, you can expend 1 Focus Point to exhale a 15 ft. cone of fire. Each creature in the area must make a Dexterity saving throw, taking fire damage equal to two rolls of your Martial Arts die on a failure, or half as much on a success.

Blade Juggler. When you take the Attack action, you can spend 1 Focus Point to throw two additional darts or thrown weapons at a creature within 30 feet of you. The damage of these attacks does not benefit from your ability score modifier. 

Level 11: Arial Acrobatics

Your mastery of performance and acrobatics grants you the ability to soar through the air, adding breathtaking stunts to your combat repertoire.

When you expend a Focus point to use Step of the Wind, you gain a flying speed equal to your walking speed until the end of your turn. If you end your turn in midair and aren't supported by a solid surface, you immediately fall, taking falling damage as normal.

Additionally, if you move through the air at least 20 feet directly toward a target and then hit it with an unarmed strike before or immediately upon landing, you have advantage on the attack roll. On a hit, the target takes extra damage equal to one roll of your Martial Arts die.

Level 17: The Greatest Show on Earth

Once per long rest, as an action, you can perform an awe-inspiring combat maneuver that affects all creatures of your choice within 30 feet. Each affected creature must make a Wisdom saving throw or be Stunned until the end of your next turn.

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