Base Class: Monk
Staring death in the eye with unyielding confidence, Daredevils have a built a reputation as stylish mercenaries, taking on dangerous missions of the highest caliber. They thrive in life-or-death circumstances, eliminating any who stand in their way with flash and flair.
Daredevil Impulse
Starting when you choose this tradition at 3rd level, you've learnt to harness the adrenaline built up from landing consecutive hits. Each time you hit with a melee attack roll, you gain one Flair point. You can have a maximum number of Flair points equal to your proficiency bonus. Whenever you miss with an attack roll or you end your turn without attacking a hostile creature, you lose one Flair point, to a minimum of zero.
You gain the following benefits based on how many Flair points you currently have:
(1) Your walking speed increases by 10 feet.
(2) Opportunity attacks against you are made with disadvantage.
(3) Your Armor Class increases by 1.
(4) You can make one additional attack with your Flurry of Blows, to a maximum of three.
(5) Your walking speed increases by 10 feet.
(6) Whenever you use the Extra Attack feature, to attack twice, you can instead attack three times.
Wild Rush
Starting at 6th level, as a bonus action, you can take the Dash action toward an enemy of your choice that you can see or hear. You must end this movement closer to the enemy than you started. If you end this movement with a creature within 5 feet of you, you can make an unarmed strike against that creature.
Whirling Counterattack
At 11th level, you learn to carry momentum so that you can twist your enemies' mistakes to your favor. When a creature misses you with a melee attack roll, you can use your reaction to immediately make an unarmed strike against that creature.
Inferno Trigger
At 17th level, while at five or more Flair points, whenever you use the Extra Attack feature, you can make up to two additional attacks with it, provided that each attack targets a different creature this turn.
If you miss enough attacks while attacking in this way to drop below five Flair points, your turn immediately ends, as a wave of nausea and lethargy sweeps over you.







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