Base Class: Monk
Monk's King style relies not on combat prowess, but on their overwhelming reputation. These monks master the art of presence, their legend growing with each encounter they miraculously survive. Whether it’s luck, charisma, or pure misunderstanding, foes are convinced they’re facing a god of battle. The truth is... they’ve never needed to throw a punch
Level 3: King Hand
Once per turn when you hit a creature with an Unarmed Strike, as a bonus action you can set your hand on the opponent and they have to do a wisdom save or be stunned..
Level 3: King Engine
Your mere presence causes others to tremble.
King Engine (Aura of Intimidation): As a action, you activate the King Engine—your thunderous heartbeat echoes ominously. This action stops 5mins after combat or when you are hiding for 5mins in combat. (Ex not in plain view behind full cover or three-quarters cover , creatures of your choice within 10 feet who can hear you must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or become frightened until the start of their next turn.
You can use this feature a number of times equal to your Wisdom modifier per short rest.
While King Engine is active:
You have advantage on Intimidation and Deception checks.
Creatures frightened by you have disadvantage on attacks against you.
You can use Dexterity (Performance) in place of an attack roll once per turn to feint a devastating move—on a hit, the creature takes no damage but is staggered, giving it disadvantage on its next attack.
Spend 1 ki point to activate King Engine instead of using a limited-use charge
The Hero’s Hero
As a action, you can inspire up to 3 allies within 30 feet who can see or hear you. For 1 minute, each affected ally gains the following benefits:
+1d4 to attack rolls, ability checks, and saving throws (similar to Bless).
If an ally drops to 0 hit points during this time, they can immediately roll a Hit Die and regain that many hit points, as though you personally saved them
Once you use this feature, you can’t use it again until you finish a long rest, unless you spend 3 ki points to use it again. At level 6 turns to 2d4, at 11 1d6, at 17 2d6 and at 20 2d8
> “He believes in me. That means I can’t lose.”
Optional Flavor Variant (Narrative-Driven GMs)
At the DM’s discretion, you may activate The Hero’s Hero automatically when your King Engine affects at least 3 enemies, or when an ally succeeds on a death saving throw after hearing your voice or seeing you “arrive.”
Level 6: Unbelievable Luck
Miraculous Miss: When a creature misses you with an attack, you may use your reaction to glare menacingly. The attacker must succeed on a Wisdom saving throw or be stunned until the end of its next turn.
You can use this feature a number of times equal to your proficiency bonus per long rest.
Suspiciously Untouched: When you're reduced to 0 hit points, you may instead drop to 1 hit point and fall prone in a dramatic (but harmless) collapse. Enemies that saw this must make a Wisdom saving throw or become frightened for 1 minute. (Save ends at end of each of their turns.)
You regain use of this ability after a long rest.
You can spend 2 ki points to use Miraculous Miss again after you've run out.
Suspiciously Untouched
Suspiciously Untouched: When you're reduced to 0 hit points, you may instead drop to 1 hit point and fall prone in a dramatic (but harmless) collapse. Enemies that saw this must make a Wisdom saving throw or become frightened for 1 minute. (Save ends at end of each of their turns.)
Level 11: Legendary Misconception
Your name inspires awe far beyond your capabilities.
You gain expertise in Deception and Intimidation (or gain proficiency if you don't have it already).
You can cast Fear once per long rest, centered on yourself, without components. When you do, your eyes flash with power and your voice booms unnaturally.
Creatures immune to being frightened must still make the save, but with advantage.
Level 17: King of Kings
Your legend is so absolute that foes submit before you even act.
When initiative is rolled, you can activate King Engine without using an action or expending a use.
As an action, you may attempt the Ultimate Bluff: Choose one creature within 60 feet that can see and hear you. They must make a Wisdom saving throw or become paralyzed with fear for 1 minute. They may repeat the save at the end of each of their turns.
If they succeed, they are still frightened until the end of their next turn.
Once you use Ultimate Bluff, you cannot use it again until you complete a long rest.
While a creature is frightened or paralyzed by one of your abilities, you can make an unarmed strike as a bonus action against them with advantage, even if you did not attack that turn.
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You can spend 3 ki points to use Ultimate Bluff an additional time per day
Previous Versions
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