Base Class: Monk
The Brothers of the Marx are a group of monks that focus on exaggerated physical activity that exceeds the boundaries of normal monk tactics. The monks use their abilities to confuse and physically manipulate their enemies. Through nonchalance and extreme physical skill, the Marx brothers are a force to be reckoned with.
Crew
At 3rd level, after joining the Marx Brothers you are taught the basics of the Way of the Marx. These two abilities are the calling card of a Marx Brother.
- Proficient in Performance and Deception
- Slobberknocker - When you are critically hit, as a reaction you may Disengage and jump away 10 feet as you are thrown across the room with the hit.
- Take a Trip - On an attack of opportunity against a target your size or smaller, you can spend 1 ki to attempt to trip your target. The target must make a DEX save (vs Ki save DC) or fall prone, does not end movement.
Cast
Beginning at 3rd level, as an action you can spend ki to cast the following spells:
- 1 ki to cast: Grease, Silent Image
- 2 ki to cast: Blindness/Deafness, Knock
Directors
At 6th level, a Marx Brother learns the art of direction and truly comes into their own.
- Misdirect: As a bonus action, roll your Deception vs your target's Insight to cause the target to look away from you. If they fail you get advantage on your Attack action this round.
- Redirect: As a reaction, spend 1 ki to cause a missing melee attack to hit someone else in 5 feet of you, including behind you even if they are out of normal melee range of the attacker.
Producers
At 11th level, a Marx Brother learns to create their own opportunities.
- As an action, create an iron anvil above a target’s head. The target must make a DEX save (vs Ki save DC) or take 2d6 bludgeoning damage and be stunned until the end of your next turn. The anvil cannot be moved from where it lands and disappears 1 hour after summoning.
- As an action, create a hole in the ground. Any on the spot you create the hole must make a DEX save (vs Ki save DC) or fall in prone taking 1d6 bludgeoning damage. The hole is 10 feet deep, and has 6 inches of stagnant, smelly water at the bottom. The hole remains for 1 hour. Anything in the hole at the end of 1 hour rises up with the ground as the hole refills.
Editors
A Marx Brother's learning is never done, but at 17th level they finally master the Way of the Marx and are able to use their abilities to directly affect the world.
- When an attack roll equals your Armor Class, you may spend 1 ki to have it instead miss by a hair (in an arrow through jacket fashion).
- When a target’s save equals your save DC, you may spend 1 ki to have them instead barely fail (in running off a cliff fashion).
Previous Versions
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