Monk
Base Class: Monk

Monks of the Way of the Jackpot trust in chance as much as discipline. To them, fortune is a force that can be wielded and challenged. These monks train their bodies to move with instinctive precision, then let luck decide whether caution or reckless abandon will carry the day.

Some are card sharks and wandering gamblers who treat every battle like a wager. Others believe luck is a cosmic, and that by surrendering to it they can draw out its power. In either case, a monk of this tradition fights with the confidence of someone who knows the next roll will change everything.

Gambler's Instinct

At 3rd level, your instincts as an experienced gambler are on full display.

You gain proficiency with one gaming set of your choice, and you gain proficiency in either the Deception or Insight skill.

Deception

You gain proficiency in Deception.

Insight

You gain proficiency in Insight.

Wheel of Fortune

Starting at 3rd level, you can call on dangerous luck in the middle of battle.

Once on each of your turns, the first time you hit a creature with an attack granted by your Attack action, you can roll 3d8 on the Wheel of Fortune table.

Wheel of Fortune Table
d8 Pair Three of a Kind
1 You take psychic damage equal to one roll of your Martial Arts die, you expend a ki point, and cannot take reactions until the end of your next turn. You are immediately brought to 0 hit points, are knocked unconscious and stabilized, and expend all unexpended ki points.
2-6 Roll one extra Martial Arts die when determining the damage of the triggering attack and the next unarmed strike or monk weapon attack you hit with before the start of your next turn. Roll three extra Martial Arts die when determining the amount of damage dealt by the triggering attack and all unarmed strikes and monk weapon attacks made until the start of your next turn.
7 No effect. JACKPOT!
8 You gain a +2 bonus to AC until the start of your next turn. You also gain temporary hit points equal to one roll of your Martial Arts die. Until the end of your next turn, you gain a +3 bonus to AC and gain advantage on all Saving Throws. You also gain temporary hit points equal to three rolls of your Martial Arts die.
JACKPOT!

When you achieve a jackpot by rolling 3 7s on the Wheel of Fortune table, you regain all expended ki points, gain temporary hp equal to three rolls of your Martial Arts die, and until the end of your next turn, you gain the following effects:

  • Your movement speed is doubled, and movement does not provoke opportunity attacks.
  • You can use Flurry of Blows without spending ki.
  • You gain advantage on all attack rolls and saving throws.
  • When you hit a target with an unarmed strike or weapon attack made with a monk weapon, you roll an extra Martial Arts die when determining the amount of damage dealt.

Loaded Dice

At 6th level, you learn how to cheat fate without fully mastering it.

When you roll on the Wheel of Fortune table and roll a pair, you can spend 1 ki point to reroll the unmatching die. You must use the new roll.

Double or Nothing

At level 11, you've learned to press your luck.

When you make an attack roll, ability check, or saving throw, you can spend 1 ki point to roll your Martial Arts die and add the number rolled to the d20 roll. You can use this feature after rolling the d20, but before the outcome is determined.

If the d20 roll still fails, you take psychic damage equal to the number rolled on your Martial Arts die.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

All In

You can wager everything on a single stroke of fortune.

When you use your Wheel of Fortune feature, you can spend 4 ki points and declare that you are going All In before rolling. If you do, roll 4d8 instead of 3d8. When rolling All In, you can use your Loaded Dice feature on any result, instead of only on a pair. Ignore the normal results of the Wheel of Fortune table when rolling this way. Apply one of the following results instead:

  • GRAND JACKPOT! (Four 7s). You hit the grand jackpot. You gain the effects of JACKPOT! for the next minute, or until you an incapacitated.
  • Any other Four of a Kind. You gain the benefits of JACKPOT!.
  • Two Pair. You gain the effects of a Three of a Kind of your choosing from the Wheel of Fortune table (excluding JACKPOT!) and regain 4 expended ki points.
  • Three of a Kind. You gain the effect of a Pair of your choosing from the Wheel of Fortune table and regain 3 expended ki points.
  • A Pair. The triggering attack deals additional damage equal to your Wisdom Modifier. You regain 2 expended ki points.
  • Anything else. You take psychic damage equal to five rolls of your Martial Arts die, fall prone, and cannot use Wheel of Fortune until you finish a short rest.

Once you use this feature, you can’t use it again until you finish a long rest.

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