Monk
Base Class: Monk

Warriors, built to defeat foes in one punch. Monk's that learn the way of the fist are monks with great power. They tend to lean less toward spiritual stuff and prefer to deal with things by punching their way out of it.

Fists and fury

At the 3rd level At the 3rd level when you choose this archetype you gain the ability to make your attacks deal additional damage. For 1 ki points you can add your dexterity bonus number to the amount of damage dealt by an unarmed strike. When you make this attack you can impose one of the following effects on that target for 1 additional ki point:

  • It must make a dexterity saving throw, on a failed save the target is knocked prone
  • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
  • It must roll disadvantage on all rolls until the end of your next turn

Additionally at the 3rd level you gain advantage and proficiency in athletics. You also gain a +1 bonus to your strength modifier. 

 

Grappler and catching attacks

At the 6th level you gain the grappling feature. When you use this ability you can use 2 ki points to grab an opponent with 1 arm. While an opponent is grappled with one arm you can still make attacks for 1 ki point for each attack but you must roll disadvantage and the creature grappled gets a chance to make a saving throw to get free. You may also attack your opponent for 1 ki point, there is no disadvantage.

At the 6th level, for 2 ki points you can use your ‘deflect missile’ ability on non-magical melee attacks:

You can use your reaction, for 2 ki points, to deflect or catch an attack when you are hit by a melee weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. 

If you reduce the damage to 0, you can catch the attack if it is small enough for you to hold in one hand and you have at least one hand free. If you catch the attack in this way, you can spend 2 ki points to make a melee attack against the attacker, as part of the same reaction. Or you can knock the attacker prone,as part of the same reaction. They must make a dexterity saving throw. 

Critical Master and Stronger Fist

 At the 11th level, when you make an attack you no longer have to roll a 20 to get a crit. Instead, whenever you roll a natural 18 or 19 it counts as a critical hit.

At the 11th level, you no longer have to spend a ki point to add your dexterity modifier to an attack. In fact, you can now spend 1 ki point to add your proficiency bonus to unarmed attacks.

Armed With Ki

At the 17th level you can channel all your ki and strength into your attack. At the start of your turn for 5 ki points you can channel your ki into a limb in which you attack with next. That limb is where all your ki will be stored for the time being. Until you successfully hit with an attack you can not use your ki for anything else.

On your next attack that hits you ki is dispersed through the creature's body and explodes, the creature then must make a dexterity saving throw, if they fail they drop to 0 hit points, if they succeed they take 10 d10 force damage + the original attack damage. 

You can still channel your ki even if you miss an attack. However if you do miss an attack you must make a dexterity saving throw, if you fail your ki stops flowing and you take 2d10 damage. If you succeed, however, you may continue doing this each time you miss. Once you hit with your attack your ki starts flowing properly again. 

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