December Subclasses - Thousand Fist Monk & Thug Rogue

by KibblesTasty

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Monk

Way of the Closed Fist

While most Monks master unarmed strikes, Monks of the Closed Fist perfect them. Through tireless training and painstaking effort their fists become harder than stone and steel, and their techniques taken on an aspect of supernatural devastation to observers.

Some who walk this path focus on drowning their foes in a sea of strikes, while others pour everything into the perfect finisher, but all paths lead up the same mountain toward the pinnicle of pugilism.

Fist Techniques

When you choose this Way at 3rd level, you gain the ability to use your Ki to unleash powerful barrages of attacks that defy normal limitations. You learn two Fist Techniques (listed below). You learn one additional technique at 6th, 11th, and 17th level. Whenever you learn a new technique, you can also replace one technique you already know with a different one.

Some techniques require your target to make a saving throw to resist the technique's effects. The saving throw DC is calculated as follows:


Technique Save DC = 8 + your proficiency bonus + your Dexterity modifier.

Hardened Fists

Additionally at 3rd level, endless training has hardened your fists beyond human limits. Your fists are considered an adamantine weapon for the purposes of overcoming resistances and attacking objects.

Lightning Reflexes

At 6th level, you gain the ability to use Deflect Missiles against melee weapon attacks in addition ranged weapon attacks. If you reduce the damage of the incoming attack to 0 and make a counter attack, it no longer costs a Ki Point.

D&D 2024 or 5e++

This feature is designed with the fact that first half of it is the default behavior of D&D 2024 or 5e++. The power of this feature is that it makes the counter attack free.

Combat Momentum

At 11th level, your mastery of momentum and flow in combat gives you your choice of one of the following features based on your preferred style:

  • Perfect Tempo. When you hit with both attacks made as part of the Attack action, you the next time you use Flurry of Blows before the end of your turn it does not cost a Ki point.
  • Recovering Rythm. When you miss an attack made as part of the Attack action, you the next time you use Patient Defense before the end of your turn it does not cost a Ki point.

Pinnicle of Power

At 17th level, you select a special pinnicle technique that represents your ideal of pugilism. Select one of the following abilities:

  • Hundred Fist Strike. You can strike with endless fists. When you make a Flurry of Blows, you can expend 2 additional Ki points to forgo your normal attacks to make it a storm of a hundred strikes against a creature within range. The target makes a Constitution saving throw against your Technique Save DC. On a failed save it takes 10d10 bludgeoning damage. On success, it takes half as much damage.
  • Final Fist. After briefling charging up you can unleash world shattering attack. If you took the Patient Defense bonus action on your last turn, you can expend 2 Ki points to unleash your full power into a single blow as an action on your turn. One creature within reach of your unarmed strike and all others creatures in a 30 foot long 10 foot wide line extending behind the target from you must make a Dexterity saving throw. On a failed save, the target takes 8d12 bludgeoning damage and is knocked back 30 feet, or half as much damage on a successful save. All other creatures in the line take 4d12 thunder damage on a failed save, or half as much on a successful save.

Fist Techniques

Distant Fist

When you make a Flurry of Blows, your reach for unarmed strikes increases by 10 feet until the end of your turn.


Fist Hurricane

When you make a Flurry of Blows, you can force all creatures of your choice within 5 feet to make a Dexterity saving throw instead of attacking twice. Creatures that fail their saving throw take bludgeoning damage equal to two rolls of your Martials Arts die + your Dexterity modifier. Creatures that pass take half as much damage.


Heavy Punch

When you make a Flurry of Blows, you can instead make a single strike with Advantage. On hit, it deals bludgeoning damage equal to three rolls of your Martial Arts die + your Dexterity modifier + your Strength modifier (minimum 1).


Rattling Blows

Once per turn, when you miss at least two unarmed strikes against a creature, you can deal bludgeoning damage equal to your Dexterity modifier to the creature.


Unstoppable Onslaught

When you make a Flurry of Blows, you can roll your Martial Arts three times instead of attacking. The target takes bludgeoning damage equal to the value rolled.


Pounding Flurry

When you make a Flurry of Blows, if you hit both attacks (or hit with a Heavy Punch) against a creature that is no more than one size Larger than you, you can shove the creature 10 feet away from you.


Shockwave Punch

When you make a Flurry of Blows, you can instead release a mighty punch that causes a shockwave within a 15 foot cone. All creatures within the cone must make a Constitution saving throw. Creatures that fail their saving throw take thunder damage equal to three rolls of your Martial Arts die.


Skyward Slam (Prerequisite: Pounding Flurry, 11th level)

When you would knock a creature backwards with Pounding Flurry, you can expend an additional Ki point to instead knock it upwards (causing it to immediately fall taking 1d6 bludgeoning damage and falling prone if does not have a flying speed or other method of staying aloft).


Thousand Fist Strike (Prerequisite: Hundred Fist Strike, 17th level)

The ultimate technique of your order, when you use Hundred Fist Strike, you can expend 2 additional Ki points to target all creatures of your choice within reach of your unarmed strikes forcing each of them to save against the ability, up to a maximum of 10 creatures.

After the first time you use this ability, you gain a level of Exhaustion for each subsequent time you use this ability before completing a long rest.


Extiction Event (Prerequisite: Final Fist, 17th level Monk)

If you take Step of the Wind and move at least 20 feet before unleashing your attack with Final Fist, both the target and creatures within the line take an additional 4d12 fire damage on a failed save, or half as much on a successful save.

After the first time you use this ability, you gain a level of Exhaustion for each subsequent time you use this ability before completing a long rest.

Rogue

Thug

Most rogues prefer the shadows, relying on precision, stealth, and a sharp blade in the dark. You, however, rely on a sharp blow to the jaw and the threatening weight of a heavy club. Thugs are often the enforcers of the criminal underworld—bandits, hired muscle, bouncers, and stand-over men.

You don't need to be invisible if your target is too terrified to scream. You trade acrobatics for athletics, and finesse for brute force.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with medium armor, shields, battleaxes, flails, mauls, scimitar, warhammers, and warpicks.

Additionally, you gain proficiency with your choice of Athletics or Intimidation. If you are already proficient in both skills, you can select another of your choice.

Backally Bully

At 3rd level, your mastery of brute force tactics grants you the following features:

  • Heavy Handed. You can use Sneak Attack with any melee weapon, even if it does not have the finesse property.
  • Brutal Bully You gain a new way to apply your Sneak Attack; you don't need advantage on your attack roll to use Sneak Attack against a creature if it is Grappled, Prone, Fightened, or has been intimidated by your Cunning Brutality feature within the last minute.
  • Chunning Thuggery. You can use the bonus action granted by your Cunning Action to initiate a grapple, shove, or attempt to intimidate an enemy. When intimidating an an enemy in this way, you force it to make a Wisdom saving throw with a DC equal to 8 + your Strength or Charisma modifier (your choice) + your proficiency bonus to Intimidation checks (if applicable). On failed save, it gains disadvantage on the next attack roll it makes before the start of your next turn, and you can apply Sneak Attack daamge against it via your Brutal Bully feature.
5th Level Variant Feature

If you are using KibblesTasty's 5e++ variant rules, you gain the following feature at 5th level:


Tactical Violence

At 5th level, you gain your choice of Active Ability from the following list: Brutal Threat, Dirty Strike, Martial Toss, or Merciless Break. These ability can be found under the Paragon class, or within Kibbles' Active Martial Feats. If the attack requires an attack, you can use it with the bonus action granted by your Cunning Action.

Intense Intimidation

At 9th level, when you use Cunning Thuggery to intimidate a creature, it becomes Frightened on a failed save. If it passes a save against the ability, it becomes immune to being Frightened by it for 24 hours.

Human Shields

At 13th level, you gain the ability to use a Medium or smaller creature you are grappling as a shield. While you are grappling them are considered to have a Shield equipped gaining +2 AC (this bonus does not stack with a normal shield).

Additionally, if you are forced to make a Dexterity saving throw while grappling the creature, as a reaction you can gain advantage on the saving throw and can force the creature to save against the same effect (if it is not already another target of it). When you do so it makes the save with disadvantage.

Scoundrel's Strike

Starting at 17th level, you have mastered the art of exploiting unfair opportunities. If an allied creature scores a critical strike, knocks a creature prone, grapples, or restrains another creature, you can move up to half your movement speed toward that creature and make a melee weapon attack against them as a reaction.