Monk
Base Class: Monk

"Well, we know where the necromancer is. What do we do now?"
"Sorcerer? Twinspell Fly. We're going up."
At 15,000 feet, the sorcerer cast Teleport to return to the ground and wished me luck. My Fly was about to wear off. I gripped my handaxe.

The Dunk was never some egregious display of power reserved for the strong. The Dunk was something we needed to seize. Something we needed to conceive and dream up and discover for ourselves. A dream that expected- no, demanded our blood and sweat. The Dunk is not simply thrust upon good men like ourselves. Hell, I don't even know if we're good men anymore. All I know is we play ball...


The castle below me approached fast. My body engulfed in flames as I extended my arm into the sky and prepared my axe for the swing...


All I know is how to play ball...


 

Monks of the Way of the Dunk dedicate their monkage to the sanctity and purity of sportsmanship, honing your skills to rightfully exceed all others on both the battlefield. Your monastery is the world, and your gospel is life. You push yourself and your ki to your limits as you strive for the most slamtacular, jamtacular dunks your soul can conceive and your body can deliver. Dunk Masters take control of the court and seek out opportunities to get the high ground on their opponents, using it to deliver powerful Dunk attacks no matter the odds.

Rebound

Starting when you choose this tradition at 3rd level, when you successfully hit a creature within your movement speed with a ranged attack from a monk weapon, the weapon bounces back and returns to your hand.

The Dunk

Starting at 3rd level, you've discovered the method of the Dunk. You can choose to make a Dunk attack with a melee monk weapon if you are falling at least 5 feet and landing within attack range of the target. Dunk attacks deal an additional 1d4 damage for every 10 feet you fall in the air before striking your target.

You can use ki points to add flourish and competitive spirit to your Dunks. Before making a Dunk melee attack, you can expend a number of ki points, up to half your monk level rounded down, to increase the number of martial arts dice you roll by that number.

They're On Fire!

At 6th level, there’s a reason they call you a star! Before performing a Dunk action, you can choose to expend 2 Ki Points to shroud yourself in flames and ignite your eyes with a fiery passion. This causes your Dunk damage to increase by 1d4 every 5 feet fallen instead of 10. After your attack roll, you can choose to convert any of your damage dice to deal fire damage and can choose to spend an additional 4 ki points to roll d8s instead of d4s for the bonus damage. If you take this option, make a DC 15 Constitution saving throw, gaining 1 point of exhaustion on a fail.

Benchwarm

At 6th level, you learn to just take a knee sometimes. If you are prone, you can use your action to Benchwarm. After taking this action, you must hold Concentration and use no reaction until the start of your next turn in order to complete the Benchwarming. If you do, you can double your movement for that turn and restore all of your expended ki points. Additionally, gain a number of temporary hit points equal to your monk level that last for one minute. After you take this action once, you must finish a long rest before you can attempt to use this feature again.

Boomshakalaka!

At 11th level, your Dunk provokes fear in the hearts of your enemies. After killing a creature, you may use your reaction to spend 4 ki points to create an intimidating Boomshakalaka! effect. Creatures you choose within 30 feet of the defeated creature make a Wisdom saving throw. On a fail, the target is frightened of you and must use their reaction to move their full speed away from you. Each creature may repeat this save at the start of each of its turns.

The Final Dunk

At 17th level, your stretches will finally pay off! You can use a bonus action to expend ki points and extend your arms to cartoonish length until the end of your turn. This allows you to increase the range of your melee attacks by 5 feet per point, and bend your arms like rubber at any point to utilize this range. This increases your vertical reach by the same amount, letting you add this length to your distance fallen for the purpose of calculating bonus Dunk damage.

Comments

Posts Quoted:
Reply
Clear All Quotes