Monk
Base Class: Monk
Monks that follow the Way of Resourcefulness take the philosophy that true strength comes from within to the extreme and forgoe traditional weapons, favoring whatever is handy.  To them, the world is their weapon and their ability to find creative solutions is the source of their power.  An empty bottle, a fire poker, a rocky patch of ground, a belt with a sturdy buckle, and even an opponent's careless movements can be tools for the resourceful monk.  For this reason, they often only keep or rely on a few basic but versatile possessions.
Way of Resourcefulness Features
  • 3rd level: Resourceful Fighter, Confusing Strikes
  • 6th level: Ki Empowerment, Redirect Force
  • 11th level: Tricky Grappler
  • 17th level: Momentum

Resourceful Fighter

When you choose this tradition at 3rd level, you gain proficiency with improvised weapons, and can use them as a monk weapon. You can also add half your proficiency rounded down to two skills which you can change when you level up.
 

Confusing Strikes

When you choose this tradition at 3rd level, you learn to use your rapid strikes as more than a source of damage. When you use all strikes from a Flurry of Blows against a single target of large or smaller size, you can move it 5 ft in any direction. If that target enters difficult terrain or other solid obstacles, it must make a DEX save or fall prone.

Ki Empowerment

At the 6th level, the ki that circulates through your unarmed attacks can temporarily extend further.  Your improvised weapons are considered magical, and deal increased damage equal to half your proficiency rounded down. 

Redirect Force

At the 6th level, you learn to use your opponent's strength against them.  When a large or smaller creature that you can see misses you with a melee attack, you can spend one ki point to attempt to throw that opponent past you. It must make a DEX save or be thrown a number of feet past you equal to 5x your proficiency, taking 1d4 x proficiency bludgeoning damage. On a save it moves half that distance past you and keeps its footing. 

Tricky Grappler

At the 11th level, while you have a medium or smaller creature grappled, it gives you half cover. A large creature can offer ¾ cover. Any attacks that miss you while you are grappling will be applied to the grappled creature.

Disruption

At the 17th level, your skill with strange and unexpected weapons lets you unsettle and confuse your enemies. When you hit a creature with an improvised weapon, the next attack roll or save that creature makes before the end of it's next turn is done at disadvantage.

Previous Versions

Name Date Modified Views Adds Version Actions
7/16/2020 7:02:23 PM
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