Monk
Base Class: Monk

Twirling rope or chain, jumping, twisting, coiling the rope around your arms, legs, and even necks. Pulling, pushing, even stepping on the rope to suddenly change its speed and direction. All the while in a trance like dance of deadly precision, as you eliminate threats at range at all sides. This, is the Way of the Ropemaster.

Rope Technique

Starting when you choose this tradition at 3rd level, you can wield chain or rope, at least 20 feet in length, as a monk weapon. When you do so, you tie a thick knot, or perhaps a ball of lead, to the end of the rope. You may also modify the damage type by swapping what weapon is tied to the rope. For example, if using a grappling hook, you could deal slashing damage, or if using a hooked spear as a harpoon, you could deal piercing damage. Note that the attached weapon cannot have the heavy property, and once attached loses any other properties of its own, such as reach, and serves only to modify the damage type. Your DM may allow certain exceptions.

Additionally, while wielding your rope, your melee attack and grapple attempts may target enemies up to 15 feet away. An enemy grappled in this way may be dragged, either maintaining the original distance from you, or you can pull them in closer to you. When a grappled enemy fails an attempt to break free of the grapple, you may choose to knock them prone.

Piercing Damage

You've tied a weapon to your rope that deals piercing damage.

Slashing Damage

You've tied a weapon to your rope that deals slashing damage.

Rope Utility

At 6th level, while wielding your rope, when an ally within 15 feet of you is hit with a missile from a ranged attack, you can use your Deflect Missiles trait to reduce the damage they take, just as if it had targeted you.

When you fall from a height that would normally activate your Slow Fall ability, you can use your reaction to anchor your rope at the point you fell from instead, causing you to catch yourself and hang from the rope 15 feet down.

Additionally, any check that utilizes your rope, such as tying knots, doing tricks, setting traps, etc, has advantage.

Master of Swing

At 11th level, you've mastered use of your rope and can select either Serpent's Coil, or Kraken's Flail.

Kraken's Flail

While wielding your rope, when you take the attack action on your turn, spend 4 Ki points and then after each attack you make this turn, you can attempt to knock another creature in range prone. The target makes a dexterity save throw, and on a fail falls prone.

Additionally, instead of attempting to knock a creature prone, you may deal 1 monk weapon die of damage to an already prone target.

Serpent's Coil

While wielding your rope, spend 4 Ki points and choose a target within 5 feet of you that is no more than 1 size category larger than you.

Make a Slight of Hand check opposed by the target's Perception check. If you succeed, you completely tie up the target tightly and securely. They fall prone, and are stunned for a number of rounds equal to your wisdom modifier (minimum of 1), after which they are restrained. While affected in this way, you do not have access to this particular length of rope until retrieved.

Dragon's Clutch

At 17th level, your ropes are now an extension of your own knowledge and power. When grappling an adjacent creature, you use your ropes to efficiently cut off the blood supply through important veins and arteries, such as at the neck and thighs. You can maintain this grapple with one hand, free to drag the target or perform other actions.

At the start of each of your turns that the target remains in your grapple they take 2d10 necrotic damage. While maintained, they have disadvantage on escape attempts, and you have advantage on any attempts to draw information from them.

Previous Versions

Name Date Modified Views Adds Version Actions
2/12/2020 5:54:34 PM
5
1
1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes