Monk
Base Class: Monk

A path of cunning, chaos, and cosmic defiance. The Way of the West fuses unpredictable martial prowess with mythic trickery, drawing inspiration from the legendary rebel of heaven. You strike with precision, vanish in plain sight, and mock even the divine with every step.

Level 3: Westward

Your reach and jump distance increase by 10 feet. These increase to 15 feet at 9th level and 20 feet at 18th level.

You may use your Strength modifier instead of Dexterity for your Unarmored Defense.

Level 6: Prop Hunt

As an action, you can transform into an inanimate object worth no more than 100 gp and weighing no more than 25 lbs for up to 10 minutes. You count as a magical object and cannot move or act. Creatures attempting to discern your true nature must succeed on an Investigation check (DC = 8 + your proficiency bonus + your Wisdom modifier).

You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

When you end your transformation, each creature within 10 feet must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failed save, they take force damage equal to 4 rolls of your Martial Arts die. On a success, they take half damage.

Level 11: Defiance to the Dieties

You are perminetly under the effect of mind blank.

Level 17: Pilgrim of the West

You can transform into a Great Ape by expending a use of Prop Hunt. While transformed, you use the Great Ape stat block, but retain your monk features (such as Martial Arts and Unarmored Movement).

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