Monk
Base Class: Monk

Your training has been honed through the art of piracy, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype.

A Way of the High Seas Monk excels in single combat, and can fight while safely darting away from an opponent.

Fancy Footwork

When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.

Rakish Audacity

Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.

Your time spent through piracy has honed your silver tongue, learning how to channel ki to empower your speech. You can spend 1 ki point to gain advantage on persuasion, deception, and intimidation checks.

Panache

 

At 6th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.

If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.

If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.

Elegant Pugilist

Beginning at 11th level, your quick mind and study of your foe allows you to use their failure to your advantage. If a creature misses you with an attack, you can immediately use your reaction to make an unarmed melee attack against that creature.

Once per turn, if you’ve already taken your reaction, you may spend 1 ki point to take an additional reaction.

Captain's Will

At 17th level, channeling your ki, you are able to gain full control over your crew, inspiring them to push beyond their limits. While you are within 30 feet of an ally, after they make a melee weapon attack, as a reaction you can spend 5 ki points to allow them to take another attack action with the same weapon. 

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