Base Class: Monk
Monks of the Way of Many Styles follow a monastic tradition that emphasizes flexibility, restraint, and the appropriate application of force. They learn to apply the proper technique for any foe by finding inspiration from nature. Sometimes members of their monasteries are contracted by militaries, mercenaries, or city guards to train their officers in unarmed tactics.
Flexible Fighting
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. Each time you finish a long rest, you can choose three maneuvers, which are detailed under “Maneuvers” below. This change reflects your physical and mental preparation for the day ahead. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn two additional maneuvers of your choice at 6th, 11th, and 17th level.
Superiority Dice. You have a number of Superiority dice equal to 1 + your Wisdom modifier (minimum 2), which are the same size as your Martial Arts die. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. Instead of the typical Maneuver save formula, you use your Ki Save DC.
Maneuvers
The maneuvers are presented in alphabetical order.
Almiraj’s Retreat
When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
Auroch’s Charge
When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Bear's Claw
When you make a melee weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Bore’s Hide
When another creature damages you with a melee weapon attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
Chimera's Counter
When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.
Dragon’s Tail
When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.
Eblis' Sweep
When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to knock the target off their feet. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Dexterity saving throw. On a failed save, you knock the target prone.
Hound’s Maul
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Lion’s Roar
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Mammoth's Stampede
When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
Mantis' Ambush
When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll.
Monkey’s Trick
When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Owl's Watch
When you make a Wisdom (Perception) check or a Constitution saving throw to resist sleep deprivation, you can expend one superiority die, and add the superiority die to the result.
Raccoon's Resourcefulness
When you make an Dexterity (Sleight of Hand) check or an ability check using artisan's tools which you are proficient in, you can expend one superiority die, and add the superiority die to the ability check.
Rat’s Guile
When you make a Charisma (Deception) check or a Charisma (Persuasion) check, you can expend one superiority die, and add the superiority die to the ability check.
Roc’s Eye
When you make a Wisdom (Insight) check or an Intelligence (Investigation) check, you can expend one superiority die, and add the superiority die to the ability check.
Rooster’s Bravado
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Scorpion's Sting
When you hit a creature with a weapon attack, you can expend one superiority die, and to attempt to seriously wound them. You add the superiority die to the attack’s damage roll, and the target must make a Constitution saving throw (DC {{savedc:str,dex}}). On a failure, the next attack against the target does additional necrotic damage equal to the superiority die.
Serpent’s Coil
Immediately after you hit a creature with a melee weapon attack on your turn, you can expend one superiority die and use a bonus action to grapple the target Add the superiority die to your Strength (Athletics) check. The target is also restrained while grappled in this way.
Unicorn's Mercy
When you make a Wisdom (Medicine) check to stabilize an unconscious creature, you can expend one superiority die, and add the superiority die to the ability check. On a success, that creature also regains 1 hit point.
Senses of the Wild
At 3rd level, your ability to understand the way of world gives you the ability to notice details, movement patterns others would overlook. You gain proficiency in either the Insight, Perception, or Nature skill.
Insight
You gain proficiency in the Insight skill.
Nature
You gain proficiency in the Nature skill.
Perception
You gain proficiency in the Perception skill.
Intuitive Fighting
At 6th level, you have become especially adept at reading your foes. As a bonus action you can attempt to better understand a creature you can see that isn’t [condition[incapacitated[condition],. Make a Wisdom (Insight) skill check contested against the target’s Charisma (Deception). You have advantage if you have observed the creature at least 1 minute outside combat. On a success, once per turn you may use a maneuver against this target without expending a superiority die.
This benefit lasts for 1 minute or until you successfully use this feature against a different target.
Adaptable Strategies
At 11th level, you are enlightened to a broader understanding of beasts and their commonalities with your adversaries. You gain the following benefits.
Friend to Beasts. As an action, you can spend 2 ki points to cast speak with animals and gain advantage on Charisma checks to influence them for its duration.
Know Your Foe. When you use your Intuitive Fighting feature you learn one of the following characteristics. You may learn an additional detail by spending 1 ki point.
- Armor Class
- Current hit points
- Damage Vulnerabilities, Damage Resistances, Damage Immunities, and Condition Immunities
- Saving throw proficiencies
Signature Style
At level 17, you have developed a preferred method for managing aggressors. Choose one of your maneuvers. You always know this Maneuver, and it does not count towards your Maneuvers known. When you roll your Superiority die for this Maneuver you can reroll any roll of 1 or 2, taking the greater result. If the Maneuver requires a saving throw, you may expend 3 ki points to impose disadvantage on the roll.
Previous Versions
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