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Rogue Subclass - The Monk
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<blockquote data-quote="Tales and Chronicles" data-source="post: 8427062" data-attributes="member: 6871653"><p>Pretty good. </p><p></p><p>I'd personally go with something like this:</p><p></p><p><strong>3) Martial arts</strong></p><p>You can now use your unarmed strikes or any simple weapons in which you are proficient and lacks the heavy or two-handed property for your sneak attack. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and other simple weapons. Any damage roll from your unarmed strikes or simple weapons is replaced by a d6, if it is lower.</p><p></p><p>Furthermore, when you are unarmored and not wielding a shield, your speed increases by 10 and you gain a bonus to AC equal to half your proficiency bonus (rounded down)</p><p></p><p><strong>Fluid Grace</strong></p><p>When you use Cunning Action to take the Disengage or Dash action as a bonus action on your turn, your jump distance is doubled for the turn.</p><p>At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.</p><p></p><p><strong>Disrupting Strike</strong> - At 9th level, whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target.</p><p></p><ul> <li data-xf-list-type="ul">It must succeed on a Dexterity saving throw or be knocked prone.</li> <li data-xf-list-type="ul">It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.</li> <li data-xf-list-type="ul">It can't take reactions until the end of your next turn.</li> </ul><p></p><p><strong>Masterful form </strong>- At 13th level, you gain the following benefits.</p><p></p><ul> <li data-xf-list-type="ul">Leap to Your Feet. When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed. When you fall, you can also use your reaction to reduce the fall damage by three times your rogue level.</li> <li data-xf-list-type="ul">Redirect Attack. When a creature misses you with a melee attack roll, you can use a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.</li> </ul><p></p><p><strong>Perfect Self</strong> - As an action you can end an effect on yourself that is causing you to be poisoned, diseased, charmed, or frightened and you can regain hit points equal to three times your rogue level. You must finish a long rest before you can use this feature again.</p></blockquote><p></p>
[QUOTE="Tales and Chronicles, post: 8427062, member: 6871653"] Pretty good. I'd personally go with something like this: [B]3) Martial arts[/B] You can now use your unarmed strikes or any simple weapons in which you are proficient and lacks the heavy or two-handed property for your sneak attack. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and other simple weapons. Any damage roll from your unarmed strikes or simple weapons is replaced by a d6, if it is lower. Furthermore, when you are unarmored and not wielding a shield, your speed increases by 10 and you gain a bonus to AC equal to half your proficiency bonus (rounded down) [B]Fluid Grace[/B] When you use Cunning Action to take the Disengage or Dash action as a bonus action on your turn, your jump distance is doubled for the turn. At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. [B]Disrupting Strike[/B] - At 9th level, whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target. [LIST] [*]It must succeed on a Dexterity saving throw or be knocked prone. [*]It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you. [*]It can't take reactions until the end of your next turn. [/LIST] [B]Masterful form [/B]- At 13th level, you gain the following benefits. [LIST] [*]Leap to Your Feet. When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed. When you fall, you can also use your reaction to reduce the fall damage by three times your rogue level. [*]Redirect Attack. When a creature misses you with a melee attack roll, you can use a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you. [/LIST] [B]Perfect Self[/B] - As an action you can end an effect on yourself that is causing you to be poisoned, diseased, charmed, or frightened and you can regain hit points equal to three times your rogue level. You must finish a long rest before you can use this feature again. [/QUOTE]
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