Base Class: Monk
You order has studied Yeffri cats to such an extent that they can now do awesome Yeffri stuff.
Yeffri cats can grapple creatures much larger than themselves due to their extraordinary speed and precision when attacking, knowing exactly how to deftly manipulate the weak points of their prey. You can use your DEX to perform grapple checks. They also climb very well. You have a climbing speed of 20 feet.
Claws of the Yeffri
3rd-level Way of the Yeffri feature
As a bonus action, you can spend 1 ki point to summon the Claws of the Yeffri. When you do so, razor sharp, magically formed claws appear around your fingers (the claws are not magical for the purpose of attacks until you get Ki-Empowered Strikes at 6th level). For the next 10 minutes, your climbing speed increases by 10 feet and, when you attempt to grapple a creature no more than one size larger than you, you have advantage on your grapple check.
Once used, this feature cannot be used again until you have completed a short rest.
Improved Claws of the Yeffri
6th-level Way of the Yeffri feature
Your claws no longer require a short rest to recharge and can be used whenever you spend a ki point to summon them.
Your climbing speed when your claws are out now increases by 20 feet.
When you spend a ki point to perform a flurry of blows, you can add 1d4 to each of those attacks that hit.
Yeff from Above
11th-level Way of the Yeffri feature
When you are 30-50 feet above a creature and no more than 15 feet away from them horizontally (you know what I mean), you can spend 3 ki points to dive straight at ‘em and try to really **** ‘em up. Roll to hit using stats for your unarmed strike. On a hit you become an Exocet Yeffri, hitting your enemy (don’t try this on your friends or they’ll no longer be your friends) for your usual unarmed strike die plus an additional 4d8 of bludgeoning/****ed-‘em-up damage. You can then also choose to spend 1 more ki point and your bonus action to attempt to knock your opponent prone. It must succeed on an Athletics/Acrobatics check (its choice) against your Athetics/Acrobatics (your choice) or you succeed in knocking it prone. For extra flavour, you can role-play sitting on the stricken creature’s chest while staring creepily into its eyes like a cat, without any effects of being prone actually applying to you).
Ultima Yeffri
17th-level Way of the Yeffri feature
I’ve got a pretty poor concentration span and I’m getting bored now so I’m just gonna list the shit you get at 17, ok?
- You can now summon and dismiss an awesome, bushy Yeffri tail at will. The tail allows you to do the following stuff:
- When falling from a height between 30-320ft your new tail poofs out and gets well fluffy, negating any falling you would normally have suffered.
- When you have a knocked a creature prone with a Yeff from Above attack, you can choose to spend an extra ki point to attempt to pin the creature down with your tail (Ath/Acr vs. Ath/Acr), leaving it restrained and you not restrained (again, you know what I mean...).
Also...
- Claws now do extra d8s of damage, instead of the previous d4s, when you spend the ki to do the flurry thing from level 6.
- When your claws are out, climbing speed increases by a further 10 feet (so that’s 30ft on top of your normal climbing speed by now, in case you’re counting).
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