Monk
Base Class: Monk

Monks of the Way of the Vagabond are often, vagabonds themselves. The tradition's techniques are based around survivability, and doing what needs to be done to survive. Whether that be training with martial weapons, exploiting an enemy's weakness, or using the enemy's own weapons against them.

Techniques of the Vagabond

Monks on the wanderer's path often learn a few viable techniques to assist them if trouble should ever come their way. Learning to use martial weapons is also included, as the stronger weapons only increase their chances of getting out of trouble with their lives. When you choose this tradition at 3rd level, you may choose any two Martial Melee Weapons that lack the heavy and special properties to be considered monk weapons. You also gain the use of these techniques:

Redirecting Blow: When an enemy makes a melee weapon attack against you and you either have one hand free or are wielding a monk weapon, you may use your reaction to reduce their attack roll by half your proficiency bonus, rounded down. If the attack misses after you use this ability, you may spend 1 ki point to make one melee monk weapon attack against the attacking creature using either your martial art die, or the attacker's weapon for damage.

Weapon Grappling: Your practice with wielding your weapon has allowed you to make use of it to apprehend enemies. You don’t need to have a free hand to make a grapple check against a creature. You can use Dexterity (Acrobatics) check instead of a Strength (Athletics) check whenever you make a grapple check against a creature. While this creature is grappled by you, it makes attacks at a disadvantage.

Whenever the creature you have grappled fails to break out of the grapple, you may spend 1 ki point to use your reaction to make one melee attack against the creature.

Instinctual Aim: Your instincts in battle allow you to determine weak spots on your enemies and exploit them at range. Whenever you make a ranged weapon attack with a weapon you are proficient with, you may add your wisdom modifier to the damage roll as well.

You can use this technique a number of times equal to your wisdom modifier (a minimum of once). You regain any expended uses when you finish a short or long rest.

Traveler's Experience

When you choose this tradition at 3rd level, you gain proficiency in the Perception skill if you don't already have it. You also gain proficiency with any Gaming Set and with your choice of Calligrapher's Tools, Cartographer's Tools, or Painter's Supplies.

Quick as Lightning

At 6th level, whenever you use Step of the Wind to dash as a bonus action, you may use your attack action to make a single monk weapon attack against a number of creatures equal to your dexterity modifier (a minimum of 1) that come within your reach as you dash past them. When you land an attack on a creature, you deal an additional martial arts die of lightning damage. Any attacks made this way are made with disadvantage, and any attacks of opportunity made against you during your dash are made at a disadvantage.

At 17th Level, the attacks you make are no longer made at a disadvantage.

Improved Vagabond Techniques

At 11th level, you have mastered the techniques of the way of the vagabond and have improved upon them.

 

Improved Redirecting Blow: Predicting an enemy’s swings has become effortless for you. When you use your reaction to use Redirecting Blow, you may now gain its benefit for all melee weapon attacks made at you by that target until the end of its turn.

You may also spend 4 ki points to add a 1d4 roll to the amount you reduce your enemy’s roll by for a single attack. This ability can only be used once per round.

Improved Weapon Grappling: While grappling a creature, you can spend 1 ki point to attempt to shove the creature you have grappled as a free action. You can use Dexterity (Acrobatics) check instead of a Strength (Athletics) check whenever you attempt to shove a grappled creature.

If you succeed, that creature is pushed 15 feet away from you in a straight line in any direction you choose. If another creature is within this area, they both collide, and it must succeed on a Dexterity saving throw or be knocked prone.

Improved Instinctual Aim: As your instincts sharpen, so does your aim. Whenever you use Instinctual Aim, you may spend 1 ki point to add your wisdom modifier to the attack roll.

Faster Than Lightning

Your instincts allow you to strike faster than the eye can see. When you use your bonus action to use Flurry of Blows, you may spend 1-4 ki points to make a number of unarmed strikes equal to 1 + the number of ki points spent. The damage type of these attacks can be either bludgeoning or lightning.

Also, when using your Quick as Lightning ability, all attacks are no longer made at a disadvantage.

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