Monk
Base Class: Monk

The way of the daredevil was developed by a group of monks who needed to perform beyond their physical limits, and in doing so developed unnatural senses and reaction times. This school was trained in heavily by ordinary men and women who had some kind of physical impairment since the school revolved around overcoming those disadvantages using ki. Their fighting style revolves around evasive movement to avoid deadly strikes and incoming projectiles, while using a brutal offense that involves targeted strikes, bone breaking and momentum filled kicks. 

Radar Sense

Starting when you choose this tradition at 3rd level, you have learned to use your ki to manifest a constant radar sense out to 30ft.  Radar sense utilizes using nonvisual senses, such as sensitivity to vibrations, keen smell, acute hearing, or echolocation, a monk with radar sense maneuvers and fights as well as a normal visioned creature. Invisibility, darkness, and most kinds of concealment are irrelevant.  You can also use your action to increase this effect to 200ft, which goes through cover, as long as concentration is kept. 

Radar sense never allows a creature to distinguish color or visual contrast. You cannot read with radar sense.
Radar sense does not subject you to sight attacks (such as when fighting a medusa).
Blinding attacks do not phase you.
Radar Sense works underwater but only half the distance specified.
Radar sense negates displacement and blur effects.

Devil In Head

At 6th level, you learn to listen and find the weaknesses of your target, a 19 or 20 on the D20 counts as a critical for you.  When you take the attack action on your turn you can choose to expend a number of ki points before or after the hit to reduce the number required for a critical by 1 per ki point spent. Additionally whenever you do this in unison with flurry of blows the attacks made from flurry of blows are counted as a critical if they land.

Omnidirectional Awareness

Beginning at 11th level, you've taken plenty of beatings and know how to get back up. When you are reduced to 0 hit points, you can expend 1 ki point to have 1 hit point instead. You also gain expertise on dexterity saving throws.

Devil's Flurry

At 17th level, You gain access to a special style of flurry of blows.This variant lets you spend 1 ki point to make two unarmed strikes like normal,  however you can then keep making successive attacks as long as the prior hit landed, each attack acquires a -1 penalty to hit that stacks. You can use this feature once per long rest with no penalty, for every activation of this feature after the initial you gain a level of exhaustion after the flurry is over.

This feature gains benefits from the "Devil in Head" level 6 class feature. 

Comments

Posts Quoted:
Reply
Clear All Quotes