Base Class: Monk
All your life you loved the thrill of the fight, you like the intensity, the violence and the chaos of it but most of all, you crave being the last one standing. All that matters is winning to you and you'll go to great lenght to achieve victory. Honor, respect, chivalry are foreign concepts to you, you'll do anything for the win and as they say, it's not cheating if you don't get caught.
Everything's A Weapon
At 3rd level, after years of fighting in taverns, alleys and ship docks, you've become an expert at transforming anything into an improvised weapon. As such, treat damage with improvised weapons like your Martial Art feature.
Cheat To Win
Starting at 3rd level, you learn tricks to help you win fights. Your resolve and determination is unbreakable and when you concentrate enough you become the most cunning participant in a fight. Honor, loyalty and chivalry doesn't matter, only the thrill of the win does. By any means necessary.
Cheap Shot
Fighting fair is not a language you understand, if you see an opening you're going to take it. On your turn you can spend 1 Ki Point to have your next attack roll made with advantage and on a hit, the target cannot use its reaction until next turn.
Down But Not Out
You've been knocked unconscious so many times before that you are prepared for it, your metabolism enters a state of survival and if you succeed 1 death saving throw, you regain HP equal to your Level + your CON modifier instantly bringing you back into the fight.
Dusty Pockets
You quickly learned that in a brawl, you can't hit if you can't see and nothing blind someone better than sands in their eyes. You can spend 1 Ki Point when using an Attack or Reaction action, the target makes a CON saving throw or be blinded for 1 minute. The creature can repeat the saving throw at the end of its turn.
Faking It
You learned that if your enemy thinks you're out of the fight, they don't pay attention to you anymore and that's when you can make the most damage. As a Reaction, after getting hit, you can fake being knocked unconscious and slow your heart rate to a state that you seem as dead for up to 1h. As an Action, you can surprise attack any creature in range and it is considered a critical hit.
Haymaker
Sometimes a good old massive punch in the face is what's best, you gather all your might and mixed with a pushing motion you hit a creature, it must make a STR saving throw or its sent it flying back 15 feet. If that creatures hits a large object or medium creature while being pushed back, both targets takes 3d6 bludgeoning damage.
Kidney Shot
"If you can't move well, you're not going to last long in a fight" someone told you before you punched him in the kidney. Turns out he was right, on a hit, you can spend 1 Ki Point and the target makes a CON saving throw or has its speed halved, suffer a -2 to its AC and any DEX saving throws and also drops down to last in the initiative order for 1 minute. The target can repeat the saving throw at the end of its turn.
Lock Down
Holding down somebody is the best way to make them easy targets and sometime, easy makes for a good workout. On a melee hit, you can spend 1 Ki Point to try and grapple the target, it must make a STR saving throw or be considered grappled. Any attacks made on the creature while you're grappling it are made with advantage.
Ricochet
You've learned at a young age that you can throw things with a certain spin that makes your projectiles ricochet to another target. When you throw a projectile,you can spend 1 Ki Point to have it ricochet to another target, then you can have the projectile come back to the previous target or choose a new target. If you spend 2 Ki Points instead, you can throw two projectiles instead of one.
Seeing Stars
You've learned that the best way to take someone or something out of a fight is to hit it on the head really hard. You target the creature weak point on the head and on a hit, it becomes confused (see confusion spell PHB pg. 224) as to whom are friend or foes for 3 turns unless it succeed a CON saving throw. The creature can repeat the saving throw at the end of it's turn.
The ol' Switcharoo
Your experience while fighting in crowds has made you an expert at deflecting incoming blows and projectiles to any poor sap close to you.
Tough Bastard
You can't seem to know how to back down and the years of getting hit in the face, cut and shanked as make you more resilient when you set your mind to it. As a bonus action you can spend 3 Ki Points to become resistant to Bludgeoning, Piercing and Slashing damage for 1 minute.
Where it's Sensitive
You've somehow discovered that you have a knack for hitting the most sensitive parts of your opponents. As such, on a hit you can spend 2 Ki Points and the target creature makes a DEX saving throw or be incapacitated for 1 turn.
Your Mother
During your turn, you can spend 1 ki point as a bonus action to taunt a target creature to attack you by making questionable remarks about its mother. The target makes a WIS saving throw, if it fails, the creature has disadvantage on any attacks that doesn't target you and can only make melee attack actions for the next 2 turns
Cero Miedo
Nothing scares you, everything is a new challenge. You are immune to the Frightened condition
Guts Made Of Iron
Having drank questionable booze for years, you've become resistant to any kind of poisons and have advantage on Constitution saving throws related to ingested liquids.
Sixth Sense
Having been in many tavern brawls, you've developped a sixth sense for the most dangerous attacks coming your way.
Crowd Control
You love a good challenge and you get excited when your opponents are side by side. Your attacks are made with advantage when your target is adjacent to one of its ally.







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