Monk
Base Class: Monk

The monks who choose this tradition are taught how to defeat their enemies by jumping, leaping, and using enemies as platforms for which to bounce off of. These monks are often characterized as working class citizens of the trades, but are in fact still deadly living weapons who take advantage of the momentum of the battle to overtake and leap over their opponents.

Bonus Proficiencies

When you choose this tradition at 3rd level, you gain proficiency in Acrobatics and Athletics if you don't already have it. If you already have proficiency with either skill, you gain expertise in each skill you already had proficiency for.

Level 3: Landing Attack

At 3rd level, you learn how to use your feet as a deadly weapon when you land. Whenever you take the Jump action, if you land on the same space as another creature, make an unarmed strike against the creature. This attack does 2d6 + your Constitution modifier Bludgeoning damage. This attack increases by 1d6 at 5th level, 11th level, and 17th level. If you use this ability on a willing creature, they can use their reaction to boost your jump and take 0 damage. If they do this, you can use the jump action again. You can jump off of a willing creature once per Short Rest.

Level 6: Bouncing Leap

When you reach 6th level, you can spend 1 Ki point to leap off of an creature you have jumped on and use the jump action again on the same turn. When you use this ability, you do not provoke attacks of opportunity.

Level 11: Expanding Bound

At 11th level you become able to expand your movement capabilities through magic. As a bonus action, you can spend 1 Ki point to cast Jump or Longstrider on yourself without using material components.

Level 17: Falling Vault

At 17th level you have mastered the art of aerial combat and have learned how to make a single, devastating blow. After using the jump action, instead of using Landing Attack, you can spend 3 Ki points to fall onto the enemy below you, dealing 8d6 + Your Constitution modifier Bludgeoning damage. If the creature you land on is Small or Tiny and at less than 50% HP, it dies. If it is Medium or larger, or is Small or Tiny and at more than 50% HP, it is instead knocked Prone.

After landing on a creature using this attack, you create a shockwave around yourself, dealing 4d6 Thunder damage to any creature in a 5 foot radius.

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