Monk
Base Class: Monk

Monks that train in the Way of the Haymaker are fast and strong landing several impactful punches, having the ability to knock out their opponents and the skill of finding openings and opportunities to deal the most damaging blows.

Fighting techniques

At 3rd level you can choose 2 fighting techniques and gain an additional technique at 5th, 8th,12th, 14th and 17th level 

 

Alert fighter

You can spend 2 Ki point to gain advantage in initiative roll. 

 

 

Blocking

as a reaction you can spend 1 Ki Point to add your wisdom modifier ( minimum of 1 ) to your AC and saving throws.

 

Challenge

As an action, you can spend 3 ki points to force someone to fight you, they must make a wisdom saving throw, on a failed save the creature cannot leave 30 feet from you.

Footwork

You gain an extra 5 feet of movement and you can use the disengage action as a bonus action. At higher levels: at 11th level, you can spend the 2 Ki points to gain an extra 5 feet of movement.

Jab

When you hit an opponent you can spend 1 Ki point to prevent the opponent to make any reactions until your next turn. 

Reckless swings

You can spend 2 Ki points to make a reckless flurry of blows, you gain advantage to all of the attack rolls but in return the next attack against you gains advantage. At higher levels: at 17th level you can spend 6 Ki points to make all your flurry of blows a critical hit but by doing so you become vulnerable to the next attack against you.

Resilient fighter

You can spend 1 Ki points to gain resistance to bludgeonding, piercing and slashing damage until the end of your next turn.

Wide open

You can spend 2 Ki points to deal an extra 1d10 bludgeonding damage but by doing so the opponent gains advantage on the next attack against you. higher levels: the damage increases by an extra d10 at 11th and 17th level

Note: you decide to add the damage before the DM determines whether it hits or not.

Knock out punch

At 6th level, you gain the ability to infuse your Ki into your punches to receive a punishing blow. At 6th level you can spend 4 Ki points to knock out an opponent after an attack as an action. The opponent must make a constitution saving throw or become unconscious, on a successful roll the creature is not unconscious and gains advantage on the next attempt.

Finishing Blow

At 11th level you can spend 6 Ki points to gain advantage on an attack against a creature. On a hit the creature must make a constitution saving throw or be  put to zero hit points. On a successful save the creature instead deals 10d10 points of bludgeon damage. On a miss the opponent has an opportunity attack with advantage on you.

Champion of Boxing

at 17th level, you gain these following features as you have mastered the art of boxing 

- you now make 4 Unarmored Strikes when using Flurry of Blows

- your unarmed strikes are now deal 2d10 bludgeonding damage instead of 1d10

 

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