Staff Fighting Monk (3.5e Alternate Class Feature)

From Dungeons and Dragons Wiki
Jump to: navigation, search
Homebrew.png
Author: Eiji-kun (talk)
Date Created: 8-17-15
Status: Complete
Editing: Clarity edits only please
ArticleUnrated.png
Rate this article
Discuss this article

Staff Fighting Monk

Some monks focus on the quarterstaff to a great degree!

Class: Monk

Level: 1, 2, 4, 6, 7, 10, 12, 14, 16, 18, 20.

Replaces: AC Bonus, 1st level monk bonus feat, Slow Fall, Wholeness of Body.

Benefit: The monk receives the following benefits.

Defensive Staff (Ex): The monk receives half of their monk level as a shield bonus to AC as long as they wield a staff weapon. This replaces the monk's AC Bonus (but not their Wisdom bonus to AC).

Monkey Staff Style: The monk receives Monkey Staff Style as a bonus feat, and obtains the entire Two-Weapon Fighting feat chain, using their monk level as their BAB for the purpose of obtaining these feats. Otherwise, they ignore other pre-requities to the Two-Weapon Fighting feat chain. This replaces the monk's first level bonus feats.

Bonus Feats: The 2nd staff fighting monk adds the following feats to their bonus feat list: Two-Weapon Defense, Two-Weapon Rend, Two-Weapon Wall, and Whirlwind Attack.

At 6th level, they add the following: Two-Weapon Whirlwind, but only if they already have Whirlwind Attack.

Staff Launcher (Ex): At 4th level, the staff fighting monk can use a stunning fist attempt once a round to make one of their attacks a launching attack. On a successful hit, the monk makes an trip attempt which does not provoke attacks of opportunity. If successful, they can launch the target in the air and have them fly up to the distance they would have had if they possessed Slow Fall (20 ft at 4th, up to 90 ft at 18th). They must succeed on a DC 10 Balance check or fall prone at the end of being launched. The target takes fall damage for moving the distance if they fall prone or impact a solid object of their size or larger, but does not provoke for the forced movement. This replaces Slow Fall.

At 20th level, the distance launched becomes 200 ft. In addition, you may use two stunning fist attempts to instead provoke a Fortitude save (same DC as your stunning fist). If the creature fails, you can launch them into orbit, duplicating nailed to the sky, except their orbit decays in 1d4 hours and they land in a random spot in the world as they fall. At terminal velocity if they have no way to fly. A successful save negates this, and regardless of the save or failed the ability cannot be used again for 1 minute.

Utility Pole (Ex): At 4th level, the staff fighting monk can use their pole in new and interesting ways. They can use it as a masterwork skill tool on balance and jump checks, and may make jump checks without a running start by using the staff to launch off from. In addition, they can perfectly stand balanced on the end of their staff, lifting them off the ground a distance equal to their reach. They can move at a speed of 5 ft hopping on the end of the staff in this state.

Progressing Whirlwind (Ex): At 7th level when you make a full attack or flurry of blows with a quarterstaff, you can make a 5 ft step in between every attack (this does not consume your normal 5 ft step in a round) allowing you to move and attack. You must take a 5 ft step between each attack. This replaces Wholeness of Body.



Back to Main Page3.5e HomebrewCharacter OptionsAlternate Class Features

Eiji-kun's Homebrew (5656 Articles)
Eiji-kunv
AuthorEiji-kun +
ClassMonk +
Identifier3.5e Alternate Class Feature +
RatingUnrated +
SummarySome monks focus on the quarterstaff to a great degree! +
TitleStaff Fighting Monk +