Monk
Base Class: Monk

Some monks study to become experts in a single weapon or even become a weapon themselves.  Those monks who follow the Way of Ropes have learned how to turn a rope not only into a magical tool, but a weapon in it’s own right.

Rope Wrappings

Starting at 3rd level, you wrap 200 feet of rope around your body giving you a bonus equal to your proficiency bonus to your armor class.  This stacks with your monk unarmored defense ability, but not with any other armor.

Rope Whip

Starting at 3rd level, you can use one end of the rope wrapped around you to attack enemies as if you were using a whip.  This counts as a monk weapon for you and you gain proficiency in this weapon.  You can use your rope whip to make the bonus action attacks gained from your martial arts and flurry of blows abilities.

Rope Trick

Starting at 6th level, as an action, you expend 1 ki and can cast the Rope Trick spell.  If you expend 8 ki you can extend the duration to 8 hours (allowing for a long rest to be taken from inside the space).

Rope of Climbing and Swinging

Starting at 11th level, as a bonus action, you can command the rope to animate and extend out 20 feet and anchor to an object.  This can be used to climb or swing from.  If there is nothing you wish to attach to within the 20 feet, you can use your action to have it extend an additional 10 feet, up to a maximum of 100 feet, before attaching.  As a free action you can use another command word to have it release it’s anchor point.  The rope can be climbed and can hold up to 6000 pounds.  An additional command word causes the rope to tie or untie itself into knots to aid in climbing but it reduces the climbable length by 10 feet.  This grants advantage on any who try to climb it.

Rope of Restraint

Starting at 17th level you can use an action and spend 1 ki to have one end of the rope shoot out and restrain a target within 30’.  The target must succeed at a DC 15 Dex save or become restrained.  As a bonus action you can use a second command word to release the target.  The restrained target can use an action to make a DC 15 strength or dexterity save, if they succeed then they are no longer restrained.

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