Monk
Base Class: Monk

There are monks that stay to themselves in monasteries, pursuing a life of bodily and spiritual peace. These are not those monks. Monks that pursue the Way of the Luchador prefer a certain flair that is missing from their "mundane" martial arts. They crave the attention of others as their humiliate their enemies through stylistic flips, holds and punches that beat their enemies into submission. 

Bonus Proficiencies

You gain proficiency with the Performance skill and the disguise kit (if you didn't have them already).

Wrestling Moves

You gain access to a specialised list of moves that you now know. The list is comprised of four types of moves: Slams, Pins, Movements and Taunts. At 3rd level, you have access to four of these moves. When you reach a new level, you may trade out one of your current moves for a different one, however you must always have at least one of each type of wrestling move.

The number of moves that you have access to increases when you reach 6th level (5), 10th level (6), 14th level (7) and 18th level (8).

Abdominal Smash (Slam)

You spend 1 Ki point to make an unarmed attack at creature. On a hit, you deal 1d12 plus your Strength modifier bludgeoning damage. If the creature is Large or smaller, they are moved 5 feet away. You can spend up to 3 Ki points total on this attack, dealing an additional 1d12 damage for each Ki point above 1 that you use.

Arm Wrench (Pin)

You can spend 1 Ki point and an Action on your turn to make a contested grapple check against a Large or smaller creature. On a success, you and the target are pinned. A creature that is pinned has their speed dropped to zero and has disadvantage on Dexterity saving throws. Additionally, the target has disadvantage on attacks, can only use their non-dominant hand to attack, and may only make on Attack with their hands on a turn (even if they have the Multiattack trait). You must use your Action on your turn in order to maintain the arm wrench (no Ki point or check required), however the target can attempt to break the pin as an action on their turn.

Butt Crush (Slam)

You spend 2 Ki points to make an unarmed strike against a creature. On a hit, the target takes an additional 4d6 poison damage and must make a Constitution saving throw. On a failure, they are poisoned for 1 minute. The target may repeat this saving throw at the end of their turn. On a success, they are no longer poisoned. Hit or miss, you are knocked prone.

Cinder Sweep (Slam)

You spend 1 Ki point to make an unarmed strike against a creature. On a hit, you deal an additional 2d6 fire damage on top of your unarmed strike damage.

C'mere A Minute (Taunt)

You can spend 1 Ki point to beckon a creature to come closer and engage battle with you. The target makes a Wisdom saving throw against your Monk save DC. On a failure, the creature is compelled to target you with their attacks or harmful effects, and cannot willingly move further away from you. This effect ends at the end of the target's next turn. On a success, this has no effect.

Crazy Feet (Movement)

As a bonus action, you can spend 2 Ki points to begin moving erratically. Until the start of your next turn, you can move an additional 20 feet, enemies have disadvantage on opportunity attacks against you, you have advantage on Dexterity saving throws, and you have advantage on your first melee attack for the round.

Fake Out (Taunt)

You can spend 1 Ki point to forfeit one of your attacks to gain advantage on the rest of your attacks for the rest of your turn.

Furious Stare (Taunt)

You can spend 1 Ki point to give a death stare to a target that can see you. The target makes a Wisdom saving throw against your Monk save DC. On a failure, the target is frightened of you until the end of their next turn. On a success, this has no effect. Creatures that are immune to being frightened or cannot see are immune to this effect.

Hangman's Noose (Pin)

You spend 2 Ki points and an Action on your turn to make a contested grapple check against a Large or smaller creature to choke them. On a success, you and the target are pinned. A creature that is pinned has their speed dropped to zero and has disadvantage on Dexterity saving throws. Additionally, while the target is being choked, they take 2d6 bludgeoning damage at the start of their turn, they are unable to speak and cannot breathe. You must use your Action on your turn in order to continue choking the target (no check or Ki points required), however the target may attempt to break the choke as an action on their turn.

Jawbreaker (Slam)

You may spend 1 Ki Point to when making an unarmed strike to perform a jawbreaker. On a hit, the target has disadvantage on their next attack. You must be able to strike the target's head.

Leg Twister (Pin)

You can spend 1 Ki point and an Action on your turn to make a contested grapple check against a Large or smaller creature. On a success, you and the target are pinned. A creature that is pinned has their speed dropped to zero and has disadvantage on Dexterity saving throws. Additionally, the target is also knocked prone. You must use your Action on your turn in order to maintain the leg twist (no Ki point or check required), however the target can attempt to break the pin as an action on their turn.

Rope Launch (Movement)

As a bonus action, you may spend 1 Ki point to launch yourself 40 horizontally.

Silverback Hoist (Pin)

Using your action and 1 Ki point, you may attempt to hoist a Large or smaller creature off of the ground. Make a contested grapple check with the target. If you succeed, you lift them off of the ground, and you and the target are considered to be pinned. A creature that is pinned has their speed dropped to zero and has disadvantage on Dexterity saving throws. You must use your action on your turn in order to maintain the hoist (no Ki points or check required), however the target can attempt to break the hoist as an Action on their turn.  

Slide Escape (Movement)

You can spend a Ki point to slide through an creature's space and stand up on the other side of them. The creature must be your size or larger.

The Smoulder (Taunt)

You can spend a Ki point to attempt to distract a target by beguiling them with your good looks. The target must make a Wisdom saving throw against your Monk save DC. On a failure, they have disadvantage on attacks against you and you have advantage on attacks against them until the start of your next turn. On a success, it has no effect. Creatures that are immune to being charmed are immune to this effect.

Tornado Flip (Movement)

As a bonus action, you can spend 1 Ki Point to launch yourself 30 feet in the air.

Crowd Chant

At 6th level, you learn how to engage the crowd in order to boost your morale. As a bonus action on your turn, you can make a DC 15 Performance check to hype the crowd. On a success, you gain a bonus to attack and damage/ability check rolls of your next wrestling move based on the number of non-hostile creatures that you can see within 60 feet. This ability can be used a number of times per day equal to your Charisma modifier (minimum 1), resetting each day at dawn.

Death From Above

At 11th level, you can now utilise your Slow Fall trait to deal damage to your enemies. You can spend 2 Ki points along with your Slow Fall reaction to transfer all damage you would take from falling to an enemy, up to a maximum of 10d6. This must be perform as part of an attack.

King of the Ring

At 17th level, you become the master of the arena, and you can now create one whenever you want. As an action, you can spend 4 Ki points to creature a glowing spectral 35 foot cube centred on yourself for 1 minute. You are considered to be concentrating on this ring as you would a spell, and hence you must make concentration checks in order to keep the ring up. 

While the ring is active, only creatures of your choice that you can see as you create the ring are able to freely move through the barrier. When a creature attempts to leave the barrier (even through magical means), they must make a Wisdom saving throw against your Monk save DC. On a failure, they suffer 4d12 psychic damage from the spectral boos of your fans, are not permitted to leave, and immediately end their turn. On a success, they become immune to the effects of the ring while it is still active. Additionally, all of your unarmed strikes in the ring deal an additional 1d10 bludgeoning damage, you have advantage on any attack rolls or ability checks required for your wrestling moves, and you can use the edges of the ring once per turn to propel yourself up to 30 feet in any direction. 

If you leave the ring while it is still active, or lose concentration on it, the ring fades away.

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