Vogie
2019-02-11, 02:33 PM
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Street Smart
At 3rd level, improvised weapons are considered monk weapons for you. Also, you are considered proficient in the Wisdom (Insight) skill, and you have learned thieves' cant.
Second-Story Stride
At 3rd level, whenever you use your Step into the Wind ability, you may impose one of the following onto yourself:
You gain advantage in Dexterity (Acrobatics) checks until the start of next turn and gain a climb speed equal to your normal speed for 1 minute
When you choose the disengage action, you may use your reaction to make a melee attack against a creature using an improvised weapon.
When you choose the dash action, you gain advantage on grapple checks against creatures of your original size and smaller.
Neutralize
Starting at 6th level, you may now deflect melee weapon attacks with your Deflect Missile ability. If you reduce the melee weapon’s attack damage to 0, you can attempt to disarm the creature. The creature makes a strength saving throw, on a failed save you disarm the creature and the weapon is thrown 10 feet away in a direction you choose. If you have a free hand, you may spend 1 ki point to grab the weapon and make a melee attack against the creature with it. If it is a weapon with which you are not proficient, it is an improvised weapon for you.
Unwind
At 11th level, you can take a breather even in the midst of a crowd. Once per short or long rest, as a bonus action, you may spend up to half of your Hit Dice to heal yourself.
In addition:
you regain all spent Hit Dice at the end of a long rest.
At the beginning of a short rest, you regain Hit Dice equal to your level divided by four (minimum of one die).
Wide-Cultured
At 17th level, your connection to such diverse populations gives you an incredibly varied acumen. You become proficient with all vehicles, tools and gaming sets. You ignore all class, race, and level requirements on the use of magic items, and can attune to an additional magic item.
In addition, you make the urban environment or city you are in as your favored city. While in your favored city, you can't be surprised, and have advantage on all attack rolls, ability saves and checks (including initiative) until the start of your second turn. You can change your favored city by spending a long rest in a new city.
Notes:
While Open hand monk is very Wing Chun/ Donnie Yen, and Drunken Master is very UFC/Bareknuckle Boxer (or Shaolin Boxing, obviously) meets Neo from the Matrix, I wanted a Rumble-in-the-Bronx/Jackie-Chan style throw-anything improvisational monk. So, the Urban Monk is the one who fights with skis, ladders, benches, fans, billiards cues sticks, bicycles, and, of course, refrigerators
Tying the 3rd level ability to Step of the Wind allows the player to either go Theatrical Wushu (If Dashing) or Combat Prowess (if disengaging).
Knocking weapons out of hands is amusing, doubly so if you steal a halberd, then wack them in the face with the shaft
The 11th level feature is just the Healing Surge mechanic from the DMG... or, what I call, a Cinematic short rest. EDIT: Smushed it down to a more digestible mechanic that isn't Second Wind or Wholeness of Body.
Wide-Cultured is a cosmopolitan version of Tongue of the Sun and Moon & Diamond Soul, mixed in with a 1-round Foresight.
Tell me what you think!
Street Smart
At 3rd level, improvised weapons are considered monk weapons for you. Also, you are considered proficient in the Wisdom (Insight) skill, and you have learned thieves' cant.
Second-Story Stride
At 3rd level, whenever you use your Step into the Wind ability, you may impose one of the following onto yourself:
You gain advantage in Dexterity (Acrobatics) checks until the start of next turn and gain a climb speed equal to your normal speed for 1 minute
When you choose the disengage action, you may use your reaction to make a melee attack against a creature using an improvised weapon.
When you choose the dash action, you gain advantage on grapple checks against creatures of your original size and smaller.
Neutralize
Starting at 6th level, you may now deflect melee weapon attacks with your Deflect Missile ability. If you reduce the melee weapon’s attack damage to 0, you can attempt to disarm the creature. The creature makes a strength saving throw, on a failed save you disarm the creature and the weapon is thrown 10 feet away in a direction you choose. If you have a free hand, you may spend 1 ki point to grab the weapon and make a melee attack against the creature with it. If it is a weapon with which you are not proficient, it is an improvised weapon for you.
Unwind
At 11th level, you can take a breather even in the midst of a crowd. Once per short or long rest, as a bonus action, you may spend up to half of your Hit Dice to heal yourself.
In addition:
you regain all spent Hit Dice at the end of a long rest.
At the beginning of a short rest, you regain Hit Dice equal to your level divided by four (minimum of one die).
Wide-Cultured
At 17th level, your connection to such diverse populations gives you an incredibly varied acumen. You become proficient with all vehicles, tools and gaming sets. You ignore all class, race, and level requirements on the use of magic items, and can attune to an additional magic item.
In addition, you make the urban environment or city you are in as your favored city. While in your favored city, you can't be surprised, and have advantage on all attack rolls, ability saves and checks (including initiative) until the start of your second turn. You can change your favored city by spending a long rest in a new city.
Notes:
While Open hand monk is very Wing Chun/ Donnie Yen, and Drunken Master is very UFC/Bareknuckle Boxer (or Shaolin Boxing, obviously) meets Neo from the Matrix, I wanted a Rumble-in-the-Bronx/Jackie-Chan style throw-anything improvisational monk. So, the Urban Monk is the one who fights with skis, ladders, benches, fans, billiards cues sticks, bicycles, and, of course, refrigerators
Tying the 3rd level ability to Step of the Wind allows the player to either go Theatrical Wushu (If Dashing) or Combat Prowess (if disengaging).
Knocking weapons out of hands is amusing, doubly so if you steal a halberd, then wack them in the face with the shaft
The 11th level feature is just the Healing Surge mechanic from the DMG... or, what I call, a Cinematic short rest. EDIT: Smushed it down to a more digestible mechanic that isn't Second Wind or Wholeness of Body.
Wide-Cultured is a cosmopolitan version of Tongue of the Sun and Moon & Diamond Soul, mixed in with a 1-round Foresight.
Tell me what you think!