Monk
Base Class: Monk

The Way of the Goose is a monastic tradition that seeks to to take the frequently underestimated ferocity of the goose and channel it into monk abilities. This tradition focuses on being unassuming at first, but unleashing the raw power of the goose against those who dare confront you.

Bonus Proficiencies

Although many may scoff at the sight of a goose, one must not underestimate their power and unbridled rage. At level 3, your character gains proficiency in the Intimidation and Deception skills. You also gain a swimming speed equal to your walking speed.

Fear the Honk

Starting at level 3, when you use Flurry of Blows, you may substitute one of your unarmed strikes to activate this ability. As you strike your opponent, you let out a vicious and annoyingly loud honk. Choose a creature within 5 ft. of you. They must succeed on a Wisdom saving throw vs. your ki save or be frightened of you for 1 minute. Any creature that fails the throw may repeat the saving throw at the end of it's turn. Any creature that succeeds on their saving throw is immune to this effect for 24 hours.

Slippery Honk

Starting at 6th level, you can move in unpredictable patterns. You are a slippery goose and gain the following benefits:

Dexterous Waddle: When you’re prone, you can stand up by spending 5 feet of movement, rather than half your speed.

Slippery Goose: Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.

Soaring Honk

At level 11, you gain the ability to soar like the goose. As a bonus action, you may spend 2 ki points and gain a flying speed equal to your walking speed until the end of your turn.

While in flight, you may use your action to make a diving unarmed strike from the air. If the attack hits, the creature takes an additional 1d6 bludgeoning damage for every 10 ft. you were above the target. They must also make a Strength saving throw vs your ki save. If they fail, they are knocked prone.

If the attack critically misses, you take 1d6 bludgeoning damage for every 10 ft. you were above the ground. You also fall prone.

Wrath of the Honk

At level 17, you learn to harness the raw, unbridled wrath of the goose. You may spend 5 ki points to activate this ability and as you become enveloped with the natural rage and fury of the goose, you gain the following benefits:

  • You gain +2 to your AC as long as you are not wearing armour
  • You gain an additional 15 ft. of movement speed per turn
  • When you use your Flurry of Blows, you may make an additional unarmed strike (for a total of 3)
  • You have advantage on attacks on any enemy currently affected by your Fear the Honk ability

This ability lasts for one minute, or ends early if you are knocked unconscious.

 

 

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