Monk
Base Class: Monk

The nobles are all talking amongst themselves, enjoying their quiet party. Lavish decorations blanket the room. An elvish woman stands in the corner, having bribed and disguised and bluffed her way in. She keeps her expression casual but never lets the host out of her sight, the baron over these lands who just raised taxes on the peasantry for the third time this month. She grips the kunai beneath her robes, waits for the opportune moment, then ducks into the nearest shadow and vanishes.

Proficiencies

 

  • Armor: None
  • Weapons: Simple weapons, shortswords
  • Tools: Thieves' tools, disguise kit, poisoner's kit

  • Saving Throws: Dexterity, Wisdom
  • Skills: Choose three from Acrobatics, Athletics, Deception, History, Insight, Intimidation, Perception, Performance, Persuasion, Religion, Sleight of Hand, and Stealth

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Ninja table.

Flurry Strike

When you use two-weapon-fighting with a pair of monk weapons, you can spend 1 ki point to make one attack with each of those weapons as a bonus action instead of just with the off-hand weapon.

Shadow Arts

As an action. you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence. without providing material components.

Daisho Specialty

Uncanny Dodge

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Dual Blades

Starting at 6th level, when you successfully hit a creature with a melee weapon attack, you can immediately spend 1 ki point to gain advantage on your next melee weapon attack against that creature with a weapon in your other hand this turn.

Infiltration Expertise

Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to somebody else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.

Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.

Dragon Blades

Starting at 11th level, you can spend up to 3 ki points as a bonus action to give one nonmagical melee monk weapon you are wielding a bonus to attack and damage rolls equal to the number of ki points spent. This bonus lasts for one minute, and the weapon counts as magical for the duration. You can use this feature on two weapons you are wielding as part of the same bonus action, but you must spend ki points separately for each weapon. You cannot use this feature on a weapon already under the effect of this feature.

Acculturate

Starting at 13th level, you can gain the ability to speak and understand any language by carefully listening to it being spoken for at least an hour. This includes accents and jargon necessary to pass as a native speaker of a particular dialect.

Impostor

At 14th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms.

Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

Cloak of Shadows

By 15th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.

Whirlwind Blades

Starting at 17th level, while wielding a melee monk weapon in each hand, you can spend 3 ki points as an action to spin your blades rapidly through any square you can reach. You can use up to 15 feet of movement as part of this action; this movement does not provoke opportunity attacks, and any square you threaten during this movement is within the area of this effect. Each creature within the area of effect must make a Dexterity saving throw. On a failed save, the creature takes damage as though hit by both your weapons; on a successful save, they take half as much damage

Elusive

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