Variant Monk- The Strider

by arh12

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Strider

Class Features

As a Strider , you gain the following class features

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a shortsword or (b) any simple weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • 10 darts

Hit Points


  • Hit Dice: 1d12 per Strider level
  • Hit Points at 1st Level: 12 + your Constitution score
  • Hit Points at Higher Levels: 1d12 + your Constitution modifier per Strider level after 1st

Proficiencies


  • Armor: Light armor, medium armor, buckler and knuckle guards
  • Weapons: Simple weapons, piercing and slashing martial weapons
  • Tools: Choose one type of artisan's tools or one musical instrument

  • Saving Throws: Wisdom, Dexterity
  • Skills: Choose two from Acrobatics, Athletics, History, Insight, Medicine, Religion, and Stealth

Strider

Level Proficiency Bonus Unarmored Movement Features Critical Focus Martial Maneuvers Superiority Dice Combat Knacks
1st +2 +10 ft. Focused Breathing, Unarmored Defense, Unarmored Movement, Superiority Dice (D6) 3 2
2nd +2 +10 ft. Fighting Style, Light as a Feather, Sole Focus, Weightless Limbs 19 3 2
3rd +2 +10 ft. Strider Specialization 19 3 3 3
4th +2 +10 ft. Ability Score Improvement, Martial Versatility (Optional) 19 3 3 3
5th +3 +15 ft. Extra Attack 18 5 4 4
6th +3 +15 ft. Ability Score Improvement, Strider Specialization feature 18 5 4 4
7th +3 +15 ft. Evasion 18 5 5 5
8th +3 +15 ft. Ability Score Improvement, Improved Superiority Dice (D8) 17 5 5 5
9th +4 +20 ft. Reflexive 17 7 6 6
10th +4 +20 ft. Strider Specialization feature 17 7 6 6
11th +4 +20 ft. Uninterrupted Stride 16 7 7 7
12th +4 +20 ft. Ability Score Improvement 16 7 7 7
13th +5 +25 ft. Tireless Body 16 9 8 8
14th +5 +25 ft. Strider Specialization feature 15 9 8 8
15th +5 +25 ft. Healthy Body , Improved Superiority Dice (D10) 15 9 9 9
16th +5 +25 ft. Ability Score Improvement 15 9 9 9
17th +6 +30 ft. Ageless Body, Perfect Body 14 11 10 10
18th +6 +30 ft. Endless Breath 14 11 10 10
19th +6 +30 ft. Ability Score Improvement 14 11 11 11
20th +6 +30 ft. EPIC BOON 14 11 11 11

Focused Breathing

Starting at 1st level, your training allows you to harness the energy of your breathing.

Your access to this energy is determined by a formula that represents the number of breaths you have.

Amount of Breaths = Your Strider level + your Constitution modifier + your proficiency bonus

You can spend these points to fuel various breathing techniques. When you spend a breath point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended breaths back into yourself.

You must spend at least 30 minutes of the rest meditating to regain your breaths.

Breathing Techniques

  • Precision. When you miss with an attack roll, you can spend 1 to 3 breaths to increase your attack roll by 2 for each of these breaths you spend, potentially turning the miss into a hit.

  • Reactive Defense. Whenever you are hit by an attack, you can spend 1 breath to use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.

  • Slide Dodge. Once Per Turn you can spend 2 breaths to freely (no action required) take the Dodge, Disengage or Dash action on your turn, and your jump distance is doubled for the turn.

  • Swift Strikes. Immediately after you take the Attack action on your turn, you can spend 2 breaths to add two additional unarmed strikes to that attack action. The amount of unarmed strikes increase as you gain levels in this class following your proficiency bonus, so do the cost for every additional unarmed strike by 1 breath for each subsequent strike (max of 6 breaths for 6 additional attacks).

Moreover, If you spend 1 breath or more as part of your action on your turn, you can make one attack with an unarmed strike or a Strider weapon as a bonus action before the end of the turn.

Unarmored Defense

At 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier. You can use knuckle guards and still gain this benefit.

Unarmored Movement

Beginning at 1st level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain Strider levels, as shown in the Strider table.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

  • Adaptive Fighting. When wielding a melee weapon with one hand you gain a +1 bonus to attack and damage rolls, but while wielding a weapon with two hands you gain a +1 bonus to AC and Strength Saving throws.

  • Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.

  • Blind Fighting. You have blind sight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

  • Defense. Accustomed to the rough and tumble of adevnturing, you've learned to protect yourself better. You gain a +2 bonus to AC.

  • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. But when wielding a melee weapon with both hands you gain a +3 bonus to damage rolls with that weapon.

  • Superior Technique. You learn one maneuver of your choice from among those available to the Battle Master archetype. You gain one superiority die, which is a d6 (this die is added to any superiority dice you have). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

  • Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, you gain a +1 bonus to the attack and damage rolls, when you hit with a ranged attack using a thrown weapon.

  • Two-Weapon Fighting. You gain a +1 bonus to AC while you are wielding a separate weapon in each hand. Moreover, Once per turn you can add an additional attack to the attack action from your off-hand weapon.

  • Unarmed Combat. When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Light as a Feather

At 2nd level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your Strider level. Moreover you can use your Dexterity modifier to determine your Jump distance .

Sole Focus

At 2nd level, you have practiced emptying your mind of all thoughts, desires, and assumptions. When your mind is clear, you are free from your ego and are able to act spontaneously and fluidly without emotion and hesitation.

When you hit a creature with an attack roll, you can target it as your Sole Focus for 1 minute, while in this state, you gain the following benefits:

  • The first time on each of your turns that you hit the Sole Focus and deal damage to it, including when you target it, you increase that damage by 1d6.

  • You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it.

You can use this feature to target a Sole Focus a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.

Class Level Damage Die
1st 1d6
5th 2d6
9th 3d6
13th 4d6
17th 5d6

Weightless Limbs

At 2nd level, you've trained your body to use a variety of weapons to the point that your limbs and the weapon held by them feel weightless. When you are not wearing Heavy armor or wielding a shield you can use Dexterity instead of Strength for the attack and damage rolls of your Strider weapon and unarmed strikes .

Whenever you finish a short or long rest, you can examine one weapon and focus your breathing while doing so, that weapon becomes a Strider weapon until you use this feature again on a different weaapon.

The chosen weapon must meet these criteria:

  • You must have proficiency with it.

  • It must lack the Heavy and special properties, This criteria can be ignored if Way of the Kensei is the monastic tradition you have chosen.

Strider Specialization

When you reach 3rd level, you commit yourself to a strider specialization by way of a monastic tradition. Your specialization grants you features at 3rd level and again at 6th, 10th, and 14th level.

Ability Score Improvement

When you reach 4th level, and again at 6th,8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Martial Versatility (Optional)

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to Strider s. This replacement represents a shift of focus in your martial practice.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Evasion

Starting at 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Reflexive

At 9th level, you can divert attacks, and even send back missiles, with ease.

Whenever you or an allies within range are hit by an attack, you can use your reaction to reduce the damage dealt by 1d10 + your Dexterity modifier + your Strider level.

If you reduce the damage of a ranged weapon attack to 0 in this way, you can catch the missile, and make a ranged weapon attack using the missile you caught as part of the same reaction. To do so, you must have a free hand, and the weapon or piece of ammunition you deflected must be small enough to hold in one hand. The ranged weapon attack you make has the thrown property (range 20/60) and counts as a Strider weapon when thrown in this way.

Uninterrupted Stride

Starting at 11th level, moving through nonmagical difficult terrain costs you no extra movement, you can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

You also have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell.

In addition, you can move through any magical forces as if it were difficult terrain.

Tireless Body

At 13th Level, you can as an action, give yourself a number of temporary hit points equal to 1d8 + your Constitution modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

Healthy Body

At 15th level, your mastery of the air flowing through you makes you immune to disease and poison.

Additionally, your Swift Strikes feature no longer cost Breaths.

Ageless Body

At 17th level, your breathing techniques sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however.
In addition, you no longer need food or water.

Perfect Body

Beginning at 17th level, your mastery of your body grants you proficiency in all saving throws.

Additionally, whenever you make a saving throw and fail, you can spend 1 breath to reroll it and take the second result.

Endless Breath

At 18th level, when you roll for initiative, you regain half your total breaths .

 

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