Base Class: Monk
You are not one of those Monks sequestered away, learning techniques you're only supposed to use in the most dire of circumstances. You are a follower of the Way of the Glorious Ring!
The world is a stage, and when you fight, the spotlight is only on you. Throw away those silly staffs and throwing stars. The world is your weapon, every stone, every ladder, every branch, every chair is as powerful in your hands as your hands are on your enemies. And when you have broken everything in reach on your enemy's back, you will break your enemy for the whole world to see.
So take a deep breath and shout your name to the world. You are the Champion!
Bonus Proficiencies
When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don’t already have it. Your martial arts technique centers around large powerful moves that thrill anyone watching you.
Show Off
At 3rd level, you learn how to effectively use the world around you as your greatest weapon. Any solid object that is not normally considered a weapon that you pick up can be treated as Monk Weapons for you. In addition, you can add your proficiency bonus to attacks made with these weapons.
World of Hurt. You become Proficient with Improvised weapons and can treat them as Monk weapons.
Back Breaker. When you hit a target with an improvised weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.
Part of the Show. When making a Strength or Constitution saving throw, you can instead make a Performance Ability Check against the same DC
The Shattering
Starting at 6th level, you can choose to break your improvised weapon after a successful attack to gain one of the following benefits
Crusher. Your opponent must make a strength saving throw equal to 10 + your Dexterity Modifier or fall prone.
System Shock. When the creature you attacked is already prone, stunned, paralyzed, grappled, or restrained you deal extra damage equal to your Martial Arts die.
Finisher
Starting at 11th level, you have learned to set your targets up for devastating finishing moves. When making an attack roll and you are using a weapon you are proficient with or are unarmed, you score a critical on a 19 or 20.
Tag In
At 17th level, you gain the ability to switch places with an ally in order to gain an extra attack on your opponent. If an allied creature successfully attacks another creature or if a creature successfully attacks your ally, you may uses 2 Ki Points and your reaction to switch places with the allied creature and perform an Attack against the other creature (the swap takes place after the original attack has been completed, all damage is dealt as normal). The swap does not provoke attacks of opportunity for either you or your ally.







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