Monk
Base Class: Monk

Way of the Rascal monks are renowned for using provocation as their primary philosophy of combat. Rather than engaging in a bare-knuckle brawl, a monk of this tradition will use evasion tactics and beguile their enemy into becoming unbalanced. An enemy that actively pursues a Way of the Rascal monk has already fallen victim to that monk's deception.

Rascally Technique

Starting when you choose this tradition at 3rd level, your nimbleness is enhanced by your monastic training. You gain proficiency in the Acrobatics skill if you don’t already have it, and you gain the following benefits:

  • While you have the benefit of Patient Defense, you have advantage on ability checks you make to avoid being grappled or shoved.
  • When you use Step of the Wind, you ignore difficult terrain for the rest of your turn.

Provocative Taunt

Also at 3rd level, you learn how to weave taunts into your martial arts, potentially beguiling enemies into pursuing you. Whenever you use your Patient Defense or Step of the Wind, you can spend an additional ki point to attempt to provoke a creature within 30 feet of you. The creature must succeed on a Wisdom saving throw or be taunted by you. While the creature is taunted, it has disadvantage on attack rolls against creatures other than you. This effect ends if the target can no longer sense you or if you end your turn more than 60 feet away from it. The taunted creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Sweeping Kick

At 6th level, you have honed your quickness as a means to fend off enemies. When a creature you can see moves within 5 feet of you, you can use your reaction to attempt to trip the target. Make an attack roll contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, the target is knocked prone. The kick has no effect on creatures that are more than one size larger than you, or creatures that are currently flying or swimming.

Free Spirit

Starting at 11th level, you have focused your connection between mind and body in order to remain unrestrained. You have advantage on saving throws against being restrained, paralyzed or stunned. You can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has you grappled.

Slippery Sensei

At 17th level, your mastery of agility is so profound that you can utilize your techniques in a more aggressive fashion. You gain the following abilities:

  • While a creature is under the effect of your Provocative Taunt, you have advantage on attack rolls for melee attacks against it.
  • When you hit a creature with a melee attack, you may spend 1 ki point to attempt to trip it as per the Sweeping Kick ability, as long as it is no more than one size larger than you and is not currently flying or swimming.

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