Base Class: Monk
You have mastered the art of using anything you can pick up as a weapon. Silk sashes, ropes, chairs, ladders, carts, pool equipment, pool cues, pool balls, dodgeballs, wrenches... in the hands of a Chan master anything can be a weapon, and they can all be used with the fluid and grace of any monk weapon.
(Special acknowledgments go to TrandamorpherDDS for special contributions to this subclass. Additional acknowledgements go to Cheeky_Hamster)
Path of the Chan
When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of improvised weapons. This path also includes instruction in the fluid movements of dance. You gain the following benefits.
Improvised Weapon Specialist. You gain proficiency with improvised weapons if you don’t already have it. Improvised weapons are monk weapons for you. Many of this tradition’s features work only with improvised weapons.
Improvised Parry. If you make an unarmed strike as part of the Attack action on your turn and are holding an improvised weapon, you can use it to defend yourself. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.
Improvised Shot. Immediately after you take the attack action on each of your turns you can spend 1 Ki to make two ranged weapon attacks as a bonus action by throwing improvised weapons.
Way of the Chan. You gain proficiency in the (Performance) skill if you don’t already have it.
One with anything I can get my hands on!
At 6th level, you extend your ki into your improvised weapons, granting you the following benefits.
Magic Propwork. Your attacks with improvised weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Improvised Strike. When you hit a target with an improvised weapon or unarmed strike, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die.
Pick it up Quick. On each of your turns you can pick up an additional item as a free action if you use the item as an improvised weapon in the same turn. Beginning at 11th level, you can use this ability twice each turn, and beginning at 17th level you can use this ability three times per turn.
Improv Training
Yes! Aaand.... At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one improvised weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls.
Environmental Improv. At 11th level you learn how to use the environment to forestall your opponent’s ability to offend you. Immediately after you take the Attack action on your turn to make a melee weapon attack with an improvised weapon or unarmed strike, you can spend 2 ki points to attempt to grapple the target using an improvised weapon you are wielding as a bonus action. Make a grapple check using your Dexterity (Acrobatics) in place of Strength (Athletics). You must be able to explain your actions, such as wrapping their wrists with a belt, or pinning their arms in place with a picture frame. While the target is grappled, it is also restrained.
If you leave the improvised weapon behind and move away from the target, the creature remains grappled until the end of your next turn. It may use its reaction, if available, to end this effect.
If you are not holding an improvised weapon you may attempt to use a piece of the environment within 5 feet of the target such as a hanging curtain or an open barrel in place of an improvised weapon for this ability.
Blind Luck
At 17th level, your frequent need to defend yourself with anything in reach has gifted you with uncanny luck. If you miss with an attack roll using an improvised weapon or unarmed strike on your turn, you can reroll it. You can use this feature only once on each of your turns.
Previous Versions
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1/11/2020 4:39:19 AM
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1/11/2020 4:47:49 AM
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1/15/2020 3:26:24 AM
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1/15/2020 3:34:31 AM
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Oohh, that would’ve been a good name for it.
Highly interesting...but I'm disappointed you didn't call it Prop-Fu. ;)
Worded poorly in several spots, feels like a supercharged drunken master.
Thanks for the input. I left it the way I did because it’s such a powerful thing to be able to leave enemies restrained all over the battlefield. This way it doesn’t last for too long, but it also eats their reaction so they cannot use it for something else. Still playtesting this one though, so if it needs a change it will get it.
I think the target restrained by environmental improve should make a dex save to try to free themselves at the end of their turn, DC based on your dex, with disadvantage while you are still holding the improvised weapon. So a slippery enemy might get free on the next turn and a clumsy enemy might stay tied up until someone else lets them out.