Base Class: Monk
Monastic Tradition
“To fight is to struggle. To perform is to inspire. But to do both in tandem—now that is true mastery.”
— Grandmaster Bronzeflex, Champion of the Scarlet Coliseum
The Way of the Ringmaster is a monastic tradition born not in remote mountains or secluded temples, but in thunderous arenas, bloodstained fighting pits, and the grand coliseums of empires long crumbled. These monks are not quiet ascetics—they are bold, expressive, and devastatingly coordinated warriors who blend martial prowess with spectacle.
Ringmasters believe that battle is not just survival—it is ritual, theater, and honor made manifest. They master acrobatic strikes, grappling techniques, and dueling flourishes, but their true strength lies in their connection to those who fight beside them. Ringmasters specialize in tag-team combat, using synchronized maneuvers and momentum to overwhelm enemies with breathtaking teamwork and flair.
To walk the Way of the Ringmaster is to stand in the center of the world’s gaze, not for ego, but for purpose. Whether cheered by crowds or shadowed by comrades, these monks fight to ignite the spirit, challenge fate, and leave legends in their wake.
Level 3: Tag Team Champion
You excel at coordinated fighting with your allies. You gain the following benefits:
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If an ally is within 5 feet of a creature you’re attacking, you have advantage on unarmed strikes and grapple checks against that creature.
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When you successfully grapple a creature, an ally within 30 feet can use their reaction to make one weapon attack or shove against that creature if they can see it.
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Allies within 30ft of you receive a one-time Temp HP from your Promo. Temp HP is equal to your Proficiency Bonus + 1d4. This is rolled at the beginning of each battle, but is only applied to an ally when they first step within 30ft.
Level 3: Counter and Clash
When a creature you can see makes a melee attack against you, you can use your reaction to initiate a Counter Clash. Roll a d20 + your Dexterity modifier + your monk level. If the result equals or exceeds the attacker’s attack roll, the attack misses and you may choose one of the following effects:
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Push the attacker 10 feet and knock them prone.
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Slip behind them: you gain advantage on your next melee attack against them before the end of your next turn.
However, this leaves you open. On your next turn, if you make an attack and it hits, the target may use their reaction to attempt a Counter Clash of their own. They roll a d20 + their Strength or Dexterity modifier (their choice) + their level (or CR for monsters). If their result equals or beats your attack roll, your attack is negated and you are knocked prone.
You can use this feature a number of times equal to your Monk Level, regaining all expended uses after a long rest.
Level 6: Heart of a Champion
When you score a critical hit or reduce a creature to 0 hit points with a melee attack, you may enter a Hyped State as a bonus action. While in this state for 1 minute:
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You and allies within 10 feet gain +10 feet movement speed.
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As a bonus action, you can (Tag) swap places with an ally within 20 feet without triggering opportunity attacks equal to your proficiency bonus.
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Once per turn, allies that hit a creature grappled by you deal bonus damage equal to your Unarmed Strike dice.
You can enter Hyped State once per long rest.
Level 11: Duo Dominance
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When you grapple a creature or knock a creature prone, choose an ally within 15 feet. That ally can use their reaction to move up to their speed toward the creature and make one melee weapon attack against it. If the target is prone or grappled, that attack is a critical hit on a hit.
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When an enemy targets you with a Counter Clash, an ally within 10 feet of the attacker may use their reaction to shout a taunt or insult. If they do, the attacker rolls their Counter Clash with disadvantage.
Level 17: Legendary Tag-In
Once per long rest, when a creature you can see within 60 feet is reduced to 0 hit points, you can use your reaction to perform a Legendary Tag-In:
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That creature drops to 1 hit point instead of 0.
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You run (teleport) to an unoccupied space within 5 feet of them.
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You immediately enter Hyped State, even if you've already used it.
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You and the saved ally may each take a full turn immediately after the current creature's turn ends (acting one after the other, sharing the initiative count).
In addition, while in Hyped State:
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You and any ally flanking the same creature have Advantage on attack rolls on that creature.







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