Monk
Base Class: Monk

"Where are my weapons? Look around you."

- The Misfit

Legend tells of a rather maniacal monk. A Miscellaneous Methodist who manipulates his environment to gain an advantage over his adversaries. Within the tight walls of a tavern, this monk faces a foe who has succumbed to his own inebriation.  as they approach to meet in a standoff, the monk scans his environment with subtlety, spotting a stray tankard, a loose chair leg and cutlery. The monk knew these would be the instruments of his adversary's demise. The brute struck first, swinging wide with a greatclub. The monk, acting on a hair-trigger, hurled a half-filled tankard at his attacker, striking with resounding force. He closed in, claiming the chair leg as his new weapon in which he conducted a grand cacophony of critical strikes.

As the fight came to a close, the brute beckoned the bar patrons to join him in battle to which, they obliged. In this brief opening, the opportunistic monk subdued the brute in a binding arm-bar. As the patrons swung their weapons, the monk shifted the brute's bodyweight to brunt the incoming blows. Alas, with the brute defeated and the patrons petrified, the maniacal methodical monk, skipped away, cantankerously cackling at the mayhem he had created.

To Monks who study the Way of The Misfit, traditional Martial arts techniques are an abstract concept. Instead, these Monks are wild and unpredictable, using their environments as weapons to combat foes.

Wayward objects are your Weapons:

A proverb from the Misfit's Manuscript, this teaches students of the Misfit to consider what curious items could be used as weapons. A tankard? A chair leg? Forks and knives? What about your opponent's weapon?

Method to the Madness:

True madness is perceived by the close-minded. Instead, learning to open your mind and exude efforts of controlled calamity is an essential lesson learned by students of the Misfit. To the untrained and uninitiated, you fight like a child throwing a tantrum with as much grace as a raging bull. But this is hardly the fact, your maniacal movements are carefully calculated to coax your combatants into lowering their guard. Only to face the madness that they have so humbly accepted.

  

Dexterous Athleticism

When you take this Monastic Tradition at 3rd level, your improvised training focuses on superior hand-eye coordination and nimbleness rather than raw strength. You can use your dexterity modifier in place of your strength modifier for any ability checks and saving throws requiring Strength.

Misfit's Methods

As part of this tradition, you gain proficiency with Improvised Weapons. Improvised Weapons count as monk weapons allowing you to use your dexterity modifier in place of strength. You can attack as part of the action made to draw an improvised weapon. See Improvised Weapons in the Player’s Handbook for more details.

When you use your Flurry of Blows, you can make an additional attack with your improvised weapon.

Additionally, you can disarm a creature as part of your flurry of blows, stealing their weapon for yourself. When you do so, both you and the creature make strength checks. If you roll higher, you force their weapon out of their hands.

This weapon counts as an improvised weapon, using its relevant stat block. For example, if you disarm a creature wielding a shortsword, the improvised weapon uses the shortsword stat block.

You may only use this feature once per turn.

Methodical Manhandle

Upon reaching 6th level in this tradition, your training teaches you to improvise defensive methods through misdirection and redirection of incoming attacks.

You can use 1 Ki Point to grapple as a bonus action. You cannot grapple a creature larger than your size. When you grapple a creature in this way, you gain the following benefits.

  • Moving with a grappled creature costs no additional movement.
  • You have +2 to AC while grappling a creature.
  • Any attack that misses you will hit the grappled creature instead.

Upon getting hit by an attack from a creature other than your grappled target, you will need to succeed on a strength saving throw to maintain the grapple.

Misfit's Malevolence

By 11th Level, your improvised weapon techniques are more lethal. When you hit a creature with an improvised weapon, the target takes additional force damage equal to your proficiency bonus.

Additionally, any creature that begins its turn grappled by you takes damage equal to one roll of your martial arts die.

Maniacal Misfit

You have successfully blurred the line between order and chaos. At 17th level, your mastery of the Misfit's ways are both inspiring and deadly.

  • You can now grapple two creatures at once.
  • Moving with two grappled creatures uses half movement.
  • You may only attack either of the grapple targets while they are grappled by you.
  • You gain a +3 to AC if you restrain two targets.
  • Attacks made against you from targets other than the grappled targets that misses will automatically critical hit the grappled targets, dealing double the damage.
  • You can shove one of your grappled targets as an action on your turn. When you do so, the range of the shove is 10ft instead of 5ft. If you shove the creature into another creature’s space, the target must make a dexterity saving throw or be knocked prone.

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