Base Class: Monk
The monks that practice the Way of Wukong train relentlessly with the staff after the legendary monkey king. They are the masters of both moving and fighting with the staff. using their staff as an extension of their bodies. They learn to leap, jab and slam in combat and climb, manipulate and trick out of combat.
Arts of Sun Wukong
The monks mastery of the staff opens up new options for attacking with with a quarterstaff wielded in both hands. Before the attack roll you can spend 1 Ki Point and choose one of the following options:
- Reaching Jab: You use the one handed damage of the staff (or one die size down from your martial arts die) to gain an extra 5 feet of reach on the attack, this attack does piercing damage.
- Heavy Slam: You roll your martial arts die once and add half the result to the damage to the attack if it hits.
- Sweeping Strike: Your attack hits one additional target for damage equal to your attack damage without your DEX bonus.
In addition when using Flurry of Blows you can make the normal 2 unarmed strikes or you can make 1 attack with your staff, this attack can use any of the monkey stick options.
Staff Master
Starting at 6th level, your staff count as magical for the purposes for bypassing resistances. You can focus on your staff for an hour to bond to it; furthermore, once bonded to it you can then summon the staff to your hand as a bonus action. You can have only two staves bonded in this way, attempting to bond to a third will break the bond with the oldest bonded one, also an action you can vault off of your staff, this allows you to roll your martial arts die and multiply the result by 5. That number can be added to your jump distance.
Additionally you can now use your staff for your bonus action attack with your martial arts feature and, attack twice with your staff when you use Flurry of Blows, and you learn the minor illusion cantrip if you didn't already know it.
Also at 6th level you can use your staff to manipulate objects as if you were using your hand. Any action that can be done with one hand can be done with your staff from 10 feet away, this includes sleight of hand checks to take items subtly, open doors/containers and other non aggressive actions. If one of these actions requires a dexterity or strength based check you can expend a Ki Point to gain advantage on the check.
Monkey's Copies
Starting at 11th level, your mastery of illusions allows you to create small armies of Illusory warriors to confuse your enemies and create openings in their defenses. You can spend 2 Ki Points as a bonus action to summon an illusory copy of yourself that lasts for 1 minute. You can control the copy for the duration, causing it to move as a free action and, it counts as an ally for features such as sneak attack and flanking. You can summon as many illusions as you as have Ki Points for in the same bonus action, with each Illusory warrior after the first costing an additional 2 Ki Points. These illusions appear in a formation of your choosing within 60ft of you. They have the same movement speed as your base speed. The DC for discovering these illusions is 8 + proficiency bonus + WIS modifier.
If dispel magic is cast on any of the illusory warriors it is instantly dispelled as if it were a 2nd level spell, in addition you must make a concentration check against the casters spell DC on a success only the target is dispelled on a failure all currently active Illusory warriors are dispelled.
Ascension: Monkey King
Your mastery over the craft of your illusions lets your Illusory warriors deliver very real damage to your foes and, are improved in the following ways:
- When you summon illusory warriors with Monkey's Copies, on each of your turns as a bonus action you can command your Illusory warriors telepathically as if they were creatures under your command to attack. The illusory copies use your bonus for attack rolls and deal 1d8 + your DEX or STR (whichever is higher) bludgeoning damage on a hit. Before the attack roll you can spend a Ki point to allow the illusory warriors to take advantage of your Art of Sun Wukong feature and the attack options it provides.
- The Illusory warriors have an AC of 10 + twice your DEX in addition, whenever one of your Illusory warriors is successfully hit by an attack any creature that sees this happen can make an intelligence saving throw with a DC of 8 + proficiency + WIS modifier. On a success they can no longer take damage from any of your Illusory warriors, until you gather all your Illusory warriors adjacent to you and spend your action and bonus action re-shuffling yourself amongst them.
In addition you can use your reaction to allow one of your illusory warriors to make an attack of opportunity against a target leaving their melee range, you can spend a Ki point to allow them to use a Art of Sun Wukong attack option on this attack.
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