Monk
Base Class: Monk

Way of the Gladiator

Crowd pleasers and fight seekers, notorious for their need to fight, aim to win, and to please a crowd at the same time. These are ones who demonstrate their skills in an open and confident manner, no matter the opponent. These are the people who make the history books and the ones who die to accomplish that task.

Subclass Features

Monks are stereotypically these zen calm fighters, who never stray from their path for any reason. When in reality, as they would say, Nos vero ad reliquias seniorum transmigrationis et ad Coliseum interficere!

Foul Play

At 3rd level, while you have at least 1 ki point available, you can use your bonus action to perform a Grapple or Shove using your Dexterity modifier.

While an enemy is Grappled, you deal extra damage equal to your Martial Arts die. You are able to spend 1 or more ki point(s) to increase the damage by 1d6 per ki point spent. This bonus damage increases to 1d8 at 12th level.

Foul Play Alternative

By spending 1 ki point, you can use your action to attempt to disarm the opponent if they are wielding a weapon. Perform a Dexterity check to contest the target's Strength check and disarm if you win the contest. If successful, throw it 10ft away to an unoccupied space. The weapon sits on or in the ground until you or another creature use their action to pick up the weapon.

 

Centre of Attention

At 3rd level, you gain proficiency with Performance. Also, if you perform a Charisma check on your turn, it counts as your bonus action instead of your action.

Cheap Shot

At 6th level, before making an Unarmed Strike, you can perform a Charisma check to contest the target's Wisdomcheck. If successful in the contest, perform the attack with advanatage or, if you fail, with disadvantage.

Taunt the Negligible

At 11th level, you can use your action to perform a Performance check on all enemies within 30ft that can see or hear you which they contest with a Wisdom check.

The enemies which fail the contest become enraged towards you, causing attacks on any creature other than you have disadvantage. At the end of every turn, the creatures roll a DC 10+(your Charisma modifier) Wisdom saving throw, ending the effects of Taunt the Negligible on a success.

Once you have used this, you must perform a short or long rest before using it again.

A Truly Lethal Showman

At 18th level, when you fail a Performance check, you can spend 1 or more ki point(s) to add 1d6 to the roll per ki point, potentially changing the outcome.

Also, whenever you succeed a Charisma check while on your turn, your attacks deal an additional 1d6 damage. These effects last until the start of your next turn.

Foul Play

At 3rd level, while you have at least 1 ki point available, you can use your bonus action to perform a Grapple or Shove using your Dexterity modifier.

While an enemy is Grappled, you deal extra damage equal to your Martial Arts die. You are able to spend 1 or more ki point(s) to increase the damage by 1d6 per ki point spent. This bonus damage increases to 1d8 at 12th level.

Centre of Attention

At 3rd level, you gain proficiency with Performance. Also, if you perform a Charisma check on your turn, it counts as your bonus action instead of your action.

Cheap Shot

At 6th level, before making an Unarmed Strike, you can perform a Charisma check to contest the target's Wisdomcheck. If successful in the contest, perform the attack with advanatage or, if you fail, with disadvantage.

Taunt the Negligible

At 11th level, you can use your action to perform a Performance check on all enemies within 30ft that can see or hear you which they contest with a Wisdom check.

The enemies which fail the contest become enraged towards you, causing attacks on any creature other than you have disadvantage. At the end of every turn, the creatures roll a DC 10+(your Charisma modifier) Wisdom saving throw, ending the effects of Taunt the Negligible on a success.

Once you have used this, you must perform a short or long rest before using it again.

A Truly Lethal Showman

At 17th level, when you fail a Performance check, you can spend 1 or more ki point(s) to add 1d6 to the roll per ki point, potentially changing the outcome.

Also, whenever you succeed a Charisma check while on your turn, your attacks deal an additional 1d6 damage. These effects last until the start of your next turn.

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