Base Class: Monk
3rd Level – Oooh Yeah Presence
You gain proficiency in Performance and Intimidation. If you already have one, double your proficiency bonus for it.
As a bonus action, you can spend 1 ki point to enter a hyped state for 1 minute:
You gain advantage on Charisma (Intimidation) checks
When you hit a creature with an unarmed strike, you can add your Wisdom modifier to the damage (once per turn)
You can use Dexterity instead of Charisma for Intimidation (because it’s all about the physical presence)
3rd Level – Savage Grappler
Your unarmed strikes deal 1d6 when grappling a creature (if not already higher).
Additionally:
When you hit a creature with an unarmed strike, you can attempt to grapple it as part of the same attack (no extra action)
While grappling a creature, your movement speed is not reduced
6th Level – Flying Elbow Drop
The signature move.
If you move at least 10 feet in a straight line and jump or fall at least 5 feet before hitting a creature, you can spend 2 ki points to deliver a Flying Elbow Drop:
The attack deals an extra 2 Martial Arts dice
The target must succeed on a Constitution save or be knocked prone
If the target is already prone, it instead takes additional damage equal to your Wisdom modifier
If you drop from at least 10 feet above the target, the extra damage increases to 3 Martial Arts dice
11th Level – Cream of the Crop
“The cream rises to the top!”
When you are reduced below half your hit points, you can use your reaction (once per long rest) to:
Gain temporary HP = 2 × your monk level
Immediately make one unarmed strike
Additionally:
You have advantage on attack rolls against creatures that are prone or grappled
17th Level – Savage Madness
You become an unstoppable spectacle of violence and charisma.
As a bonus action, spend 3 ki points to enter Savage Madness for 1 minute:
You can make one additional unarmed strike when you take the Attack action
Your jump distance is tripled
When you knock a creature prone, you can immediately move up to half your speed (no opportunity attacks)
Once per turn, when you hit a prone creature, you deal extra damage equal to two Martial Arts dice
3rd Level – Oooh Yeah Presence
You gain proficiency in Performance and Intimidation. If you already have one, double your proficiency bonus for it.
As a bonus action, you can spend 1 ki point to enter a hyped state for 1 minute:
You gain advantage on Charisma (Intimidation) checks
When you hit a creature with an unarmed strike, you can add your Wisdom modifier to the damage (once per turn)
You can use Dexterity instead of Charisma for Intimidation (because it’s all about the physical presence)
Savage Grappler
3rd Level – Savage Grappler
Your unarmed strikes deal 1d6 when grappling a creature (if not already higher).
Additionally:
When you hit a creature with an unarmed strike, you can attempt to grapple it as part of the same attack (no extra action)
While grappling a creature, your movement speed is not reduced
Flying Elbow Drop
The signature move.
If you move at least 10 feet in a straight line and jump or fall at least 5 feet before hitting a creature, you can spend 2 ki points to deliver a Flying Elbow Drop:
The attack deals an extra 2 Martial Arts dice
The target must succeed on a Constitution save or be knocked prone
If the target is already prone, it instead takes additional damage equal to your Wisdom modifier
If you drop from at least 10 feet above the target, the extra damage increases to 3 Martial Arts dice
Cream of the Crop
“The cream rises to the top!”
When you are reduced below half your hit points, you can use your reaction (once per long rest) to:
Gain temporary HP = 2 × your monk level
Immediately make one unarmed strike
Additionally:
You have advantage on attack rolls against creatures that are prone or grappled
Savage Madness
Savage Madness
You become an unstoppable spectacle of violence and charisma.
As a bonus action, spend 3 ki points to enter Savage Madness for 1 minute:
You can make one additional unarmed strike when you take the Attack action
Your jump distance is tripled
When you knock a creature prone, you can immediately move up to half your speed (no opportunity attacks)
Once per turn, when you hit a prone creature, you deal extra damage equal to two Martial Arts dice
Previous Versions
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4/18/2026 9:20:32 AM
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