Monk
Base Class: Monk

The Boy Adventurer does not know a childhood a peace, security, or stability. Instead, they know the thrill of danger. They channel their innate curiosity and imagination as Ki energy. What Boy Adventurers lack from experience and training, they make up with brilliance and incorruptibility.

Bonus Proficiences

The Boy Adventurer knows all manner of weaponry.

You are proficient in all Martial Weapons and Firearms. However, you can only use them as Martial Arts weapons, so they only deal your Martial Arts die in damage.

Irrepressible Spirit

At 3rd Level, you gain the following bonuses when utilizing these monk abilities.

Whenever you spend a Ki point to use Step of the Wind, you also benefit from the same effects as the Freedom of Movement spell until the start of your next turn. Likewise, you can spend a Ki point outside of combat to gain this same benefit for a few seconds - long enough to escape bonds, restraints, and/or a small area of difficult terrain.

Whenever you spend a Ki point to use Patient Defense, you may use your reaction to add your Martial  Arts die to your AC or to any saving throw until the start of your next turn.

Whenever you spend a Ki point to use Flurry of Blows, you may negate the effects of Blinded, Poisoned, and Frightened until the start of your next turn.

Inexplicable Talent

At 6th level, you can spend 2 Ki points to change the die result of a natural '1' to a natural '20'. This effect will produce critical hits with attack rolls.

Implacable Sincerity

At 11th level, you can spend a Ki point and an action to express your power through social interaction. Choose which type of interaction to as your attack.

  • Bluff - Roll your Deception against the target's Insight. If you succeed, the target is Blinded.
  • Entreat - Roll your Persuasion against the target's Insight. If you succeed, the target is Charmed.
  • Terrify  - Roll your Intimidation against the target's Insight. If you succeed, the target is Frightened.

The target can spend an action to negate this condition, but you may use your reaction to re-impose it. The contest is repeated, but the effects of the condition are not applied for this roll. For example, you do not have advantage on your persuasion roll against a creature attempting to negate the Charmed condition.

Imaginary Prowess

The Boy Adventurer can channel the power of heroes of myth and legend.

This feature can be activated once before recharging with a long rest. Its benefits last for one hour. When activating this feature, choose the form of the hero.

  • The Bat - any STR, DEX, or CON skill checks or saving throws can be rerolled by spending a Ki point.
  • The Gentleman - any INT, WIS, or CHA skill checks or saving throws can be rerolled by spending a Ki point.
  • The Knight - any attack roll can be rerolled by spending a Ki point. Additionally, you are proficient in shields and all types of armor, but using them will negate the Unarmored Defense feature.

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