Monk
Base Class: Monk

Fighting with your fists and feet is part of Martial arts, this subclass also focuses on the use of martial arts weapons staffs and nunckucks/nunchaku. 

Martial Arts Weapons

When you reach 3rd level you gain proficiency with staffs or nunchucks/nunchaku (both 1d8 bludgeoning). You then acquire the weapon you became proficient with.

Multi-Attack

While using a staff or nunchucks/nunchaku you can choose the use the multi attack action. 

Grappler

When you reach 3rd level you gain the ability to have advantage on rolls to grapple someone. While the target is grappled you may use your action to attack them. 

Mastery of Martial Arts Weapons

When you reach 6th level you have mastered the art of your chosen Martial Arts weapon. You attacks with those Weapons become magical for the purpose of resistance, you also have spent time using your weapon and have advantage against targets any size larger when you attack. 

Winded Kick

When you reach 6th level you can use to martial arts to kick someone and knock them prone. (This attack will deal as much damage as your martial arts) 

Alert

When you reach 11th level you are constantly ready and alert from any incoming attacks. You gain the 'Alert' Feat and do not have to meet the requirements for it. 

Master of Martial arts

When you reach 11th level you are masterful with your martial art and add 1d6 + half your dexterity modifier rounded down. Your target must succeed a DC 10 Dex saving throw it or be knocked prone until it next turn. 

All-Knowing Martial Artist

When you reach 17th level you have spent so much time using your martial arts and martial arts weapon that you may expend 4 Ki points to gain one of the following benefits you may spend up to 12 Ki points in one action. 

-  You may choose to succeed on a Dex or Str saving throw until your next turn. 

- Add 2d8 DMG to any martial arts weapon or attack. (this effect lasts till the end of your turn) 

- You add 3 to any ability score (maximum of 23 until your next turn) 

-You may choose a target you can see to have disadvantage or advantage a saving throw.

-A target you see get -3 or +3 to any ability score until the end of their turn. (a minimum of 1 and a maximum of 23) 

-You can add one more unarmed strike to your flurry of blows.

-You can double your amount of movement until the end of your turn.

Blinding Lights

 When you reach 17th level anyone in a 40ft come must make a DC 15 Con saving throw or be knocked prone and blinded for two minutes.  

 

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