Monk
Base Class: Monk

The masked man stands back up, having been knocked down by his opponent. His opponent, the hulking goliath taunts him, thinking that he has the upper hand. The masked man stands back up, wipes blood from his lip and grins. The goliath fights back and lays jab after jab, but the masked man takes the hits in stride, and feeding off the crowds energy throws the goliath into a suplex. The dwarf, outmatched in a 3 to 1 fight, stares into the faces of the bandits before performing a dropkick on two of them, and he stares without fear into the last. The elven female locks in the heel hook on the half-orc, it doesn't matter how big the half-orc - he is going nowhere.

The monks of the way of the squared circle have mastered the ability to combine athleticism with performance, tying in raw charisma with strength and acrobatics. Some monks of this monastic tradition wear a mask in order to represent a symbol, others love to show their face. Some do it for the show and to hear the crowd cheer, others to prove they are the best at what they do. Some can be found brawling in your local tavern, others wandering the road - a story told from bard to bard. Whatever the motivation is, the monks of the squared circle are known for their showmanship as much as their fighting technique.

Performance Artist

Starting when you choose this tradition at 3rd level, your practice in this art form has led to excelling in both quick movements and impressing the masses. You gain proficiency in Performance and Acrobatics, if you haven't already gained them.

Your talent at performance has also lent to your ability to anticipate action against others. Your charisma modifier is also added to your initiative.

Taunt

When you choose this tradition at 3rd level, you gain the ability to taunt your opponent - either leading to them becoming distracted by your words or channeling your ki to causing them pain from the insults. Choose one creature you can see within 60 feet of you, as an action you may taunt the creature, you may then perform one of the following effects.

Distracting Prod: The creature must make a wisdom saving throw against your monk DC. On a failed save, any attack or ability check attempted by the creature will be done at disadvantage until the end of their next turn.

Insulting Jab: The creature must make a charisma saving throw against your monk DC. On a failed save, the creature takes 1d6 psychic damage + your charisma modifier. This damage increases This actions damage increases by 1d6 when you reach 6th level (2d6), 11th level (3d6), and 17th level (4d6).

Grappling Manuevers

When you choose this tradition at 3rd level, your furthered training in the art of grappling and wrestling allows you to perform feats of strength against your opponent. You may use your dexterity (acrobatics) to make a Grapple. Furthermore, you may use one of your Flurry of Blows attacks to attempt a Grapple. When you have a creature Grappled, you may spend 1 ki point to use an attack action to do the following:

Suplex: The creature must make a Dexterity saving throw against your monk DC or take damage equal to your Martial Arts die + Dexterity modifier and land prone. Additionally, you may also throw the creature up to 10 feet away from you in any direction, but this will release the grapple.

Submission Hold: The creature must make a Dexterity saving throw against your monk DC. If it fails, it is restrained. On the start of its next turn, if the creature is still restrained, it must make a strength saving throw or take damage to two rolls of your Martial Arts die + Dexterity modifier. On subsequent turns, if still restrained, you may use an action to do this damage again. When you use an action or bonus action other than Submission Hold they are no longer restrained, but they are still grappled. If you take any damage in the midst of the hold, you must make a concentration check or lose the grapple and Submission Hold.

Finishing Move

At 6th level, your continued training and experience has allowed you to develop your own finishing move. As an action, you can spend 3 ki points to perform a unique attack. On a hit, you deal bludgeoning damage equal to 6 rolls of your Martial Arts die + your Dexterity modifier. You gain an additional use of your finishing move at 11th and 17th level.

No Selling

At 11th level, you manipulate your ki to shrug off damage. As a reaction, when you take bludgeoning, piercing, or slashing damage, you may spend 1 ki point to resist this damage and any further bludgeoning, piercing, or slashing damage until your next turn.

Superstar Comeback

At 17th level, your experience and prowess in combat and the show has granted the ability and showmanship of a Superstar. When you are reduced to 0 hit points but not killed outright, you can instead revert to 10 hit points and immediately spring back up. You gain 3 ki points and until the end of your next turn you have resistance to all damage, and attacks against you have disadvantage. If you are out of finishing moves, you regain one use. You may use this feature once per long rest. 

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