Base Class: Monk
Monks of the Monkey Style studied the techniques, strategies, forms, and attributes of monkeys, applying these fundamentals to martial arts. Practitioners of this style do not go around swinging from trees; the goal is not merely to imitate the animal, but to use it as inspiration for their techniques. It is an acrobatic style characterized by cunning; its movements—full of somersaults, spins, leaps, feints, and shifting postures—can sometimes appear playful. Monkey Style is about being shrewd, unpredictable, and underhanded—a poison to the opponent—delivering attacks that are swift, lethal, and even diabolical. Practitioners seek to deceive their opponents regarding the true intent of their movements, creating opportunities to strike sensitive areas—such as the nose, cheeks, throat, groin, genitals, back of the knee, and eyes—using fingers, fists, palms, elbows, or feet.
Level 3: Teachings of the Monkey
At 3rd level, your training has taught you to be unpredictable, employing trickery and acrobatic movements. You gain proficiency in the Acrobatics and Deception skills.
Level 3: Monkey Style Adept
When using Monkey Style, you can fight in an unpredictable and even improvised manner to bedevil your opponents. Whenever you hit a creature with one of the Unarmed Strikes granted by your Flurry of Blows, roll your Martial Arts die and consult the table below, applying the effect corresponding to the result.
|
Martial Arts Die |
Effect |
|
1 |
The next attack made against the target before the start of your next turn will have Advantage. |
|
2 |
The target's Speed is reduced by 10 feet until the start of your next turn. |
|
3 |
You can swap places with a creature you can see within 10 feet of you. Unwilling creatures must succeed on a Dexterity saving throw to avoid this effect. This movement does not provoke Opportunity Attacks. |
|
4 |
The target cannot take Reactions until the start of your next turn. |
|
5 |
The target must succeed on a Strength saving throw or drop one object of your choice that it's holding, with the object landing in its space. |
|
6 |
The target has Disadvantage on the next saving throw it makes before the start of your next turn. |
|
7 |
The target must make a Constitution saving throw. On a failed save, the target is unable to cast spells with Verbal or Somatic components (your choice) until the start of your next turn. |
|
8 |
The target takes extra Force damage equal to a roll of your Martial Arts die. |
|
9 |
Until the start of your next turn, the target has Disadvantage on attack rolls against creatures other than you. |
|
10 |
The target must make a Dexterity saving throw. On a failed save, during the target's next turn, it can take either an action or a Bonus Action, not both, and it can make only one attack if it takes the Attack action. |
|
11 |
The target must succeed on a Constitution saving throw or gain the Blinded or Deafened condition (your choice) until the start of your next turn. |
|
12 |
Choose one of the options above. You can spend 1 Focus Point to choose an additional effect—different from the first—to apply to this same attack. |
Level 6: Trickery Reactions
At 6th level, you have become capable of employing your dirty tricks on more occasions. You gain the following benefits.
Opportunity Trickery. When you hit a creature with an attack granted by an Opportunity Attack, you can spend 1 Focus Point to roll on the table from your Monkey Style Adept feature and apply the resulting effect to the attack.
Rigged Redirection. Whenever a creature fails the saving throw against the redirection from your Deflect Attacks, you can roll on the table from your Monkey Style Adept feature and apply the resulting effect, treating that creature as the target.
Level 11: Improvisation Upon Improvisation
At 11th level, you have become capable of turning certain failures into new opportunities. Once per turn, when a creature succeeds on a saving throw against an effect from your Monkey Style Adept feature's table, you can immediately roll on the table again and apply the new effect, targeting the same creature.
Level 17: Illusory Trickster
At 17th level, you have learned to augment your underhanded and deceptive techniques with illusions. You can spend 5 Focus Points to cast the Mislead spell without any components. Wisdom is your spellcasting ability for this spell. When you cast it using this feature, you can choose to modify it into a combat version. The combat version of the spell has the following alterations:
- The duration becomes Concentration, up to 1 minute.
- During your turn, instead of using a Magic action, you can move the illusory double by spending an amount of your movement equal to the distance the double travels (no action required).
- When you make an Unarmed Strike as part of the Attack action or a Bonus Action, it can originate from your space or the illusory double's space. Attacking using the double does not end the Invisible condition granted by Mislead, but you do not gain Advantage on the attack roll from the Invisible condition.
- For the duration of the spell, whenever you hit a creature with an Unarmed Strike or a Monk Weapon, you can roll on the table for your Monkey Style Adept feature and apply the resulting effect.
Once you have cast the spell in this combat version, you cannot do so again until you complete a Long Rest.
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