Base Class: Monk
In the world of espionage, these monks are unparalleled. Their combination of martial prowess and covert skills makes them invaluable assets to any organization that deals in secrets and shadows.
Tactical Infiltrator
AT the start of level 3 you gain the following benefits:
- Bonus Proficiencies: You gain proficiency in Deception, Stealth, and one type of artisan’s tools (forgery kit, disguise kit, or thieves’ tools).
- Slip the Net: When you use Step of the Wind, you become harder to detect. Until the end of your next turn, you have advantage on Dexterity (Stealth) checks and do not leave tracks or scent.
- Disarming Grace: When you hit a creature with an unarmed strike, you can spend 1 ki point to force it to make a Strength saving throw (DC = 8 + your proficiency + your widom modifier). On a failure, you can either:
- Disarm the target (drop one held item of your choice),
- Knock the target 10 feet away,
- Or force it to have disadvantage on attack rolls against you until the end of your next turn.
Close Quarters Specialist
At the start of level 6 you are able to use your close combat to your advantage with the following benefits:
- Grapple Redirect: When a creature misses you with a melee attack, you can use your reaction to attempt to grapple it (using your Athletics check vs. their Acrobatics or Athletics). If you succeed, you can choose to shove the creature 10 feet in any direction (no additional action required).
- Corner Control: You can move through a hostile creature's space as long as the creature is no more than one size larger than you, and you don't provoke opportunity attacks from a creature you've attacked this turn.
- Combat Lock: While grappling a creature, your unarmed strikes against it deal bonus damage equal to your Wisdom modifier.
Ghoststep Technique
At the start of level 11 you can:
- Ghoststep: As a bonus action, you can become undetectable for 6 seconds. Until the end of your current turn:
- You are invisible to creatures that rely on sight.
- You ignore difficult terrain and can move through spaces as narrow as 1 inch without squeezing.
- You do not trigger opportunity attacks.
You can use this ability a number of times equal to your wisdom modifier per long rest (minimum 1).
Kill the Lights
At the start of level 17, you master the ways of secret agents before you, you get to:
- Silent Sweep (Action – 4 ki points): You make one unarmed strike against each creature of your choice within 30 feet that you can see. You move crazy fast, running to each target just before striking and return to your original location after. Each strike must target a different creature. On a hit, you may attempt to stun the creature (as if using Stunning Strike, no extra ki required).
Shadow Reflexes: When you roll initiative and are not surprised, you can immediately move up to your speed and make one unarmed strike as part of that movement. You don’t provoke opportunity attacks during this movement.
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