Base Class: Monk
A class of strong and inspiring combatants who took traditional striking and grappling and added an additional element of showmanship.
High Flying Technique
Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
- It must succeed on a Dexterity saving throw. If it fails, it is unable to make attacks or cast spells requiring somatic components and is restrained until the end of your next turn and takes an additional 1d6 damage every time it fails a Dexterity saving throw.
- It must make a Strength saving throw. If it fails, it is stunned until the end of your turn.
- It must succeed on a Constitution saving throw. if it fails it is blinded until the end of your next turn.
Flashy Fists
At 6th level, your fury of blows gains an element of flair, when you hit an attack with fury of blows, Add your charisma modifier as damage.
From the Top Rope
If you were to take falling damage and land on another creature, the creature you land on takes the damage, and you take half damage. If affected by feather fall or other similar spells you take no damage instead, but the creature you land on takes full damage as though you did not have the effect on. If you do not land on a creature that can take damage, you take standard fall damage.
Riot Starter
When you hit with an unarmed strike, you can spend 3 ki points to give temporary hitpoints equal to 1d8+your monk level to three characters who can see you. For every additional ki point spent, you can give temporary hit points to one additional character. Each of these units within 5 feet of a target can use a reaction to make a single attack against a target. Hitpoints can exceed maximum using this skill.
Previous Versions
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Coming Soon
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