Monk
Base Class: Monk

The path of the grasshopper is not for the faint of heart. To follow this path is to attempt to defy the natural world itself. Practitioners of this style specialize in the felling of massive foes through aerial maneuvers and other unexpected techniques. Legend tells tales of masters using ancient versions of this technique to even bring down dragons.

Very few still practice this style, as it requires intense amounts of dedication and practice. It also demands a keen mind, as the implementation of its strengths can be very difficult in certain circumstances. However, those who have mastered the techniques and have the skill to implement them are some of the most dangerous adversaries to even the largest foe.

Chain Sickle Technique

Starting when you choose this tradition at the 3rd level, you acquire proficiency with a “Chain Sickle”. Chain Sickles come in many forms but revolve around a hooked blade attached to the end of a long rope or cording material. You have the knowledge to create one so long as you have a simple bladed weapon and cording material to do so. You treat this weapon as if it its thrown; its range is 60/120.

As an bonus action, you can use this weapon and throw the hook at an object you can see within range. The hook will latch to almost any surface. Once the hook is attached, you can use a reaction on your turn to retract it, dragging yourself to the point it latched to. If you hook onto an item smaller or lighter than yourself, your DM may call for an Athletics check to pull the object towards you.

If you drag yourself to the latching point, you consume movement speed for the distance. If you do not reach the attached point by the end of your turn you begin to fall at the beginning of your next turn, maintaining the remaining distance to the point until you end up directly under it. If you make a running jump you can move any distance around the pivot without consuming movement. At any point while your hook is deployed, you can use a reaction to have the hook unlatch and return to you. It deals 1d4 piercing damage on a hit initially and counts as a monk weapon If you retract the hook while it is latched to a creature smaller or of equal size to you, you force it to a contested strength check against you. If the creature wins the contest, the hook detaches and returns to you. If the creature fails, it is pulled ten feet toward you before the hook detaches. If the creature is larger then you, you are instead pulled towards it as if it were a solid surface.

Mountain Feller

Starting at 3rd level, you learn how to manipulate creatures larger then yourself. You can choose to forcibly mount creatures any size larger then you. Doing this functions similar to a grapple attack, except you may choose to use athletics or acrobatics to do this and the target rolls opposing acrobatics. Once mounted, the creature can make contested acrobatics or athletics checks against your acrobatics or athletics to try and remove you. While in this state the creature has disadvantage on any attacks it makes against you and you have advantage on any attacks you make against it. Additionally, you gain a +2 to damage rolls against the creature. If the creature is 3 sizes or more larger then you, it cannot make attacks against you.

Deadly Pest

At 6th level, you gain additional abilities to aid you in sailing around the battlefield as you fight. You gain the following Ki abilities:

Butterfly Kick

As a reaction to a creature attacking you, you may spend 1 Ki point deal an explosive kick and simultaneously jump out of their reach. You deal one unarmed strike against a creature that is attacking you and jump 15 feet in any direction without provoking opportunity attacks. The attack that triggered the reaction automatically misses.

Crouching Locust

While mounted on a creature, you may spend 1 Ki point to position yourself on a spot where it cannot reach. The creature you are mounted on cannot hit you until the start of your next turn. It also makes any attempt to break the mount at disadvantage. Additionally, before you take any other actions on your next turn you may choose to jump off the creature without provoking opportunity attacks.

Mantis Grasp

As a bonus action after you attack with a monk weapon, you may spend 1 Ki point to make an unarmed strike against a target. After you make this attack, you may choose to either grapple or forcibly mount the same target, making a respective contested check for each. If the unarmed strike landed, the target makes the contested check with disadvantage.

Spider's Web

When you land an attack with your Chain Sickle you may spend 1 Ki point to try an entangle the enemies limbs. The target makes an acrobatics saving throw against your Ki save. If they fail, they fall prone and are restrained. You may stop restraining them as a free action on your turn. While you are restraining them in this way you cannot use your Chain Sickle until they break free or you choose to end it. You can restrain an enemy of any size.

Aerial Combatant

When you reach the 11th level, you are always under the effect of the Jump and Spider Climb spells. You also have become a master of your toolkit. You have advantage on any thrown weapons you use while in the air and get +2 to attack rolls when you use them in this way. Lastly, you no longer need hands to use a Chain Sickle and can use a single Chain Sickle without using either of your hands.

 

The Bigger They Are...

At 17th level you have become a master of exploiting the weaknesses of your enemy and bringing the greatest foes imaginable to their knees. When you mount or grapple a creature, your critical hit range decreases from 20 by the 2 times number of size categories the enemy is larger then you by. These critical hits occur regardless of other any other in game effects.

For example, if the creature is 2 sizes larger than you, rolls from 16 to 20 result in a critical hit. 

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