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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!

Garfunion
2019-02-11, 05:01 PM
Bonus Proficiencies
At 3rd level, improvised weapons are considered monk weapons for you. Also, while in an urban environment, you are considered proficient in the Insight and Perception skills, and you have learned thieves' cant.
I would call this “Dirty Fighting”.
I also feel like you should have the environment restriction and proficiency in perception removed. “People are people” no matter where they are.


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 Expertise in Dexterity (Acrobatics) checks and gain a climbing speed equal to your normal speed for 1 minute
When you choose the disengage action, and jump over or past a creature, you can use your reaction to make an unarmed attack to that creature within melee range.
Until your next turn, you can use your reaction to catch up two missiles using your deflect missiles ability, or use your reaction to deflect or catch a melee weapon attack that deals bludgeoning or piercing damage.
You are considered one size larger for the purposes of grappling this turn, and you gain advantage on grapple checks against creatures of your original size and smaller.


1. You have advantage on all Dexterity (Acrobatics) checks until the start of your next turn. (Also the monk can run up walls by 9th level. It is built into the movement ability.)
2. When you use Step of the Wind and choose the disengage action, you may use your reaction to make a melee attack against a creature using an improvised weapon. (This is to represent you using a “vase” to hit a creature, distracting them as you run away.)
3. Put this into your 6th level ability.
4. This doesn’t make sense for a step of the wind ability. To me. Maybe use the feature to resist and escape grapples.


Neutralize
At 6th level, when you make an attack, you can decide to attack precisely to disarm their target and/or knock their weapons away. Make a Dexterity (Acrobatics) check contested by the target’s Strength (Athletics) check. If you succeed, you relieve the target of their weapon, and toss the weapon 15 feet in a direction of your choice or, if you have a free hand, you can choose to use the weapon instead. If it is a weapon with which you are not proficient, it is an improvised weapon for you.
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 can spend 1 ki point to grab the weapon and make a melee attack against the creature(with the weapon), treating the weapon as an improvised weapon.


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. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to regain hit points equal to the total. You may decide to spend an additional Hit Die after each roll.
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).


Wow that’s a lot. Just copy the fighter’s second wind feature.


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.

Not sure about this one.

Vogie
2019-02-11, 11:32 PM
I would call this “Dirty Fighting”.
I also feel like you should have the environment restriction and proficiency in perception removed. “People are people” no matter where they are.

Done, gave it a less dirty name, though



1. You have advantage on all Dexterity (Acrobatics) checks until the start of your next turn. (Also the monk can run up walls by 9th level. It is built into the movement ability.)
2. When you use Step of the Wind and choose the disengage action, you may use your reaction to make a melee attack against a creature using an improvised weapon. (This is to represent you using a “vase” to hit a creature, distracting them as you run away.)
3. Put this into your 6th level ability.
4. This doesn’t make sense for a step of the wind ability. To me. Maybe use the feature to resist and escape grapples.

There's a huge difference between 3rd level and 9th. Limited Acrobatic boost, though
I like it
DONE!
Made it more specific... flying tackle ftw


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 can spend 1 ki point to grab the weapon and make a melee attack against the creature(with the weapon), treating the weapon as an improvised weapon.
Brilliant, just brilliant.

Wow that’s a lot. Just copy the fighter’s second wind feature.

No, but I did make it more simple. I didn't want it to be Wholeness of Body Part Deux

Thanks!

Garfunion
2019-02-12, 04:50 AM
Here are some alternate suggestions for the archetype.

Criminal Mind
At 3rd level, you gain proficiency in thieves' cant and have advantage on all Wisdom (Insight) rolls to determine if a creature is lying or intends to provoke combat.

Dirty Fighting
At 3rd level, you gain proficiency with improvised weapons and may treat any improvised weapon as a monk weapon.
Additionally you may use one of the following benefits when you take the disengage action.
•You may use your reaction to make an attack against a creature using an improvised weapon.
•You may attempt to escape a grapple and add your Martial Arts die to the escape roll.

Rooftop Rumble
At 3rd level, when you use your Step of the Wind feature you also gain advantage on all Dexterity(Acrobatics) checks until the start of your next turn.

Juggling Weapons
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 (harmlessly)10 feet away in a direction you choose. If you have a free hand, you can spend 1 ki point to grab the weapon and make an improvised weapon attack against the creature.
The weapon you grab can be treated as an improvised weapon.

Are you ok?....”No!”
At 11th level, when you use your Patient Defense feature you regain hit points equal to 1d10 + your monk level. Once you use this feature, you must finish a short or long rest before you can use it again.

Improvise Everything
At 17th level,