Base Class: Monk
A monk dedicated to the way of bouncing around the battlefield. Using their nimbleness and focus to engage multiple enemies by ramping up their power. Combos and assisting their Troup, this Monk is dedicated to the team
Level 3- Combination Strikes
- When you hit a enemy with a weapon attack or an unarmed strike, Spend 1 Focus Point. You have advantage on the any attack rolls on enemies you have not hit this turn. add an additional weapon damage die to each subsequent hit on an enemy you have not hit for the rest of your turn. If you miss an attack on an enemy, the additional damage die are reverted back to 0. Opportunity attacks have disadvantage against you while under this effect. You can use this ability Proficiency bonus+half your Monk level rounded down per Long Rest. Spend 1 Focus point to regain all uses.
- Enemy 2 (+1 weapon damage die), Enemy 3 (+2 weapon damage die), Enemy 4 (+3 weapon damage die), etc.
Level 3- Troup Leader
You can use your Dexterity score when determining Jump distance. You have advantage on all Acrobatics checks.
Level 6- Save the Troup
When an enemy targets an ally within 15ft, use your Reaction to move to within 5 ft of your alley and give them a bonus to their AC equal to a roll of your Martial Arts die. You can use this feature a number of times equal to your Proficiency Bonus per Long rest.
Level 6- Super Senses
- When you use your Deflect Attacks Feature, increase the damage reduced by an additional 1d10. As part of your Reaction you can make one weapon attack or Unarmed Strike on the enemy that hit on the triggering attack. (this attack does not benefit from the Combination Strike feature). You can use this feature a number of times equal to your Wisdom Modifier.
Level 11- Improved Combination Strikes
- If you used Combination Strikes on your previous turn and ended with a hit, spend 2 Focus Points at the start of your current Turn. You are under the effect of the Disengage action. You can continue with the Combination of advantage and adding an additional damage die on enemies you haven’t hit this turn. You can use this feature a number of times equal to your Dexterity Modifier per Long Rest.
Level 11- Empower the Troup
As a Bonus Action, spend 2 Focus points. For 10 minutes, yourself and 5 creatures you choose within 60ft have advantage on all Dexterity based ability checks and saving throws. If at least 2 creatures affected by this ability are within 5ft of each other, add an additional bonus to their rolls equal to half your Monk level rounded down.
Level 17- Troup Combat
When an ally within 30ft hits with an attack roll on a creature you have damaged, spend up to as many focus points equal to your Wisdom Modifier. Your ally adds that many Martial Arts die to that damage roll. You can use this ability equal to your Proficiency bonus per Long Rest
Level 17- Premonition Senses
- When you use your Super Senses Feature, the die used becomes 4 rolls of your Martial Arts die plus Dexterity modifier plus Monk Level. If the damage is reduced to 0 and the attack is redirected, the creature the attack is redirected to has Disadvantage on the Saving throw and on a failure, takes damage equal to 3 rolls of your Martial Arts die plus your Dexterity modifier.
Previous Versions
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6/19/2026 2:06:11 PM
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3
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5.5
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Posted Jun 19, 2026Super Senses is WIS Mod *Per Long Rest*