Monk
Base Class: Monk

“You call throwing dynamite a martial art?” -Anonymous

For practitioners of Way of the Dynamite, the motto is “Hey, as long as it works.” Monks of the Way of the Dynamite will use whatever means necessary to improve their “martial arts” so that they can reach their goals, even if it means tossing around a few “harmless” explosives from time to time.

Careful Craftsman

Starting when you choose this tradition at 3rd level, you gain proficiency in using sticks of dynamite (outlined as "Adventuring Gear" in the DMG) and are able to craft special sticks if you have the material. Dynamite counts for you as a Monk weapon with the thrown property, dealing damage equal to your Martial Arts die on a hit. If you can make more than one attack per turn as part of your Attack action, dynamite can only be used for one of them unless otherwise stated by a class feature. 

As part of your long rest, you can craft up to 5 sticks of dynamite. The cost of materials for each stick of dynamite is 50 SP. When you use a stick of dynamite that was crafted by you, the saving throw DC is equal to your Ki save DC. 

 

Slippery Fingers

Starting at 6th level, once per round when you hit another creature with an unarmed strike you may spend 2 ki points to quickly plant a single stick of dynamite on their person and light the fuse as a bonus action. If the stick is not before the dynamite explodes, the target creature automatically fails its Dexterity saving throw.

Hotfoot

Starting at 11th level, when you use Step of the Wind to Disengage, you may spend an additional ki point to light and throw a stick of dynamite at the creature you disengaged from as part of your bonus action.

Martyrdom

At 17th level, you can choose to light the remaining dynamite on your person and finish the fight in a blaze of glory. Using your action, you can spend 7 ki points using your ki to bolster your body's defenses. Roll 1d4, and for that many rounds, you gain the following benefits:

  • You have resistance to bludgeoning damage.
  • A stick of dynamite exploding on you does not impose disadvantage on your Dexterity saving throws. 
  • You can use the Slippery Finger feature for every unarmed attack made on your turn for 1 ki point per attack.

Previous Versions

Name Date Modified Views Adds Version Actions
12/17/2018 5:16:28 PM
1815
7
1.0
Coming Soon
3/19/2020 5:30:46 PM
1088
10
2.0
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes