Subclass

Monk Trickster

Minor Trick

At 3rd level, your dabbling in pranks and gags has blossomed into unique talents. You gain the I’m Not Touching You trick and you select one more minor trick from the list below. Any trick items that are lost reappear after a long rest.

I'm not touching you. 1 Ki Point As a Bonus Action you can assault one target with a disorientating display of flurried strikes that never actually HIT anything, leaving the target dazed and confused. Your target must make a Wisdom saving throw against your Monk save. For the next minute, whenever a target that failed this saving throw makes an attack roll or a saving throw, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. This target may reattempt this saving throw once per turn when they land an attack against you.

Whenever you gain a new minor trick you can choose to replace one you already know with another minor trick you could learn at that level. You gain an additional minor trick at 6th, 11th, and 17th.


Minor Tricks

If a minor trick has prerequisites, you must meet them to learn it. You can learn the minor trick at the same time that you meet its prerequisites.

Woopie Cushion. When someone that you can see within 60 ft. of you makes an intimidation, persuasion, or performance check, as a reaction you can conjure or place a woopie cushion carefully on their person. The cushion timing sees them take disadvantage on their intimidation or performance attempt.

Unrighteous Rancour. (6th Level Required; Woopie Cushion.) When a creature that you can see within 60 ft. of you casts a concentration spell, you can use your reaction and 4 ki to force them to make a concentration check on the spell or lose it before the casting is complete. On your turn you can use a bonus action and 2 ki to force a creature concentrating on a spell to make a concentration check.

Granjam’s Bag’o’Tricks. This arcane trickster’s classic bag of tricks allows you to cast Prestidigitation.

Carnival Tool Kit. This performer's kit of tools allows you to cast Thaumaturgy.

Fitzwhizzle’s Fizzbangs. These sputtering, whizzing, dancing firecrackers act like Dancing Lights.

Invisible Fishing Rod. This short crystalline rod and invisible twine acts like the spell Mage Hand.

Pinny Poe’s Travelling One Man Show. Through the use of shadow puppets, real puppets, whistles, firecrackers, noise poppers, and various other tricks and gadgets you can cast Minor Illusion using your Monk DC as your spellcasting DC.

Tumbling. You gain proficiency in Acrobatics.

Street Magician. You gain proficiency in Sleight of Hand.

Prowling Prankster. You gain proficiency in Stealth.

Monkey Business. You gain proficiency in Animal Handling.

Circus Performer. You gain proficiency in Perform.

Commit to the Bit. (6th Level Required) You gain expertise in one skill of your choice that you have proficiency in.

And Another Thing! (6th Level Required) Once per turn you can spend 1 ki to replace an unarmed strike with a single cast of Vicious Mockery. When cast in this way the spell is cast as first level, but the damage dice use your Martial Arts die. This uses your Monk save DC.

All in the Wrist. (6th Level Required) You spend 1 minute sizing up an unattended non-magical object of medium size or smaller, and made of stone or softer. After 1 minute of uninterrupted concentration, you can strike the object, breaking it apart.

Bell Breaker. (11th Level Required; All in the Wrist.) When you use All in the Wrist, it can be a large or smaller object. You can now also break metal or softer objects of size medium or smaller.

Corvid’s Fancy. (11th Level Required; Proficiency in Sleight of Hand) You can replace any Unarmed Strike with a Dexterity (Sleight of Hand) attempt to steal an item from a creature or your surroundings within reach. The items can’t be equipped weapons or armour. Any other item is acceptable as long as you know where it is. Actively equipped items impose disadvantage; items worn on belts or stowed in bags or quivers do not count as actively equipped. Once per turn you can spend 2 ki to gain advantage on one of these attempts.

A Drake’s Fortune. (11th Level Required; DM Buy in) When things are most dire, something breaks. Then when things are looking up… something breaks. Declaring Drake’s Fortune alters the current situation in your favour, as something nearby breaks. However once you have declared Drake’s Fortune, it cannot be used again until the DM uses it as a mishap.


Trickster Talent - Novice

At 6th level you develop a trick of exceptional deviousness. Select a trickster talent from the options below. You know the novice version of this talent.

Trickster Talent - Apprentice

At 11th level you learn the apprentice level of your chosen trickster talent.

Trickster Talent - Master

At 17th you learn the master level of your chosen trickster talent.


Trickster Talents

Wave of Hands.

You can manifest a swarm of phantasmal hands that assails and pesters your enemies.

As an action you summon a 10 ft. cube at a point within 60ft. of you. The swarm lasts 1 minute, or until you lose concentration (as if you were concentrating on a spell).

Once you use this talent you must finish a short or long rest before you can use it again.

While summoned the cube can be moved to a new location within 60ft. by using 3 ki and an action.

If the swarm is lost due to broken concentration, you can reform it for the remaining duration using 3 ki as an action.

Novice. The hands swarms enemies in the cube, poking, prodding, tickling, and otherwise harassing your foes. Any foe that starts its turn in the swarm must succeed on a wisdom saving throw or have disadvantage on attacks this round.

Apprentice. Foes that start their turn inside the cube lose half their movement speed. Unarmed attacks gained from Martial Arts or Flurry of Blows can target any creatures within the swarm. The cube grows to 15 ft.

Master. Unarmed attacks gained from Martial Arts or Flurry of Blows can target all hostile creatures within the swarm. Make a single roll for each attack and the attacks hits any target inside the cube whose AC is beaten by the roll. The cube grows to 20 ft.


Double Trouble.

As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you.

As a bonus action on your turn, you can move the illusion up to your speed to a space you can see, but it must remain within 120 feet of you.

Once you use this talent you must finish a short or long rest before you can use it again.

If the illusion is lost due to broken concentration, you can reform it for the remaining duration using 3 ki as an action.

Novice. When both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

Apprentice. Unarmed attacks gained from Martial Arts or Flurry of Blows can be performed by your illusion instead. Damage is dealt as if you had placed the attacks, and your illusion also gains the benefits of being within 5 feet of the same creature as you.

Additionally you can spend 3 ki to switch places with your illusion as an action. As a reaction to taking damage from an attack, it only costs 1 ki to switch positions with your illusion.

Master. You create 2 illusions instead of 1. When you use flurry of blows, each of your illusions can also make an additional unarmed attack. Additionally you can now spend 3 ki to switch places with one of your illusions as a reaction to being attacked, before damage is dealt.


Path of the Rolling River.

You sprint, jump, and tumble your way through enemy forces, throwing punches as you go.

You can dash as a bonus action with no ki cost. While dashing, you can spend 1 ki to double your jump distance. Furthermore, if an opportunity attack made against you misses, you may take an unarmed attack in retaliation by spending 1 ki.

Novice. You can activate Rolling Punches as a bonus action and when you do, you gain the following benefits until the end of your turn:

    • You Dash.
    • You activate Flurry of Blows with double the number of unarmed strikes (4).
    • You can move through enemy squares as difficult terrain, this movement still provokes attacks of opportunity.
    • When an enemy’s opportunity attack misses you, you can take an unarmed attack against them by spending 1 ki.

Once this ability is used you must complete a short or long rest before it can be used again.

Apprentice. Enemy attacks of opportunity have disadvantage against you. When dashing you ignore difficult terrain.

Apprentice Rolling Punches. When activating Rolling Punches the number of unarmed strikes gained from Flurry of Blows is tripled (6) and your jump distance is doubled.

Master. You have resistance to all damage from attacks of opportunity.

Master Rolling Punches. When activating Rolling Punches the number of unarmed strikes gained from Flurry of Blows is quadrupled (8).


Flaring Fists.

Your stunning strikes are powerful showers of sparks and dazzling colours.

You can activate Flaring Fists as a bonus action. When you do, the next attack that hits is a stunning strike that the opponent has disadvantage to resist, and you cast Color Spray at a level equal to half your monk level (max 9th), with an altered range of self (15-foot radius). This spell ignores allies.

Once this ability is used you must complete a short or long rest before it can be used again.

Novice. When you activate a stunning strike as part of your attack action you can use a bonus action to give your opponent disadvantage on the save.

You can activate this ability a number of times equal to your Wisdom modifier, you must complete a short or long rest before it can be used again.

Apprentice. Enemies blinded by Flaring Fists are blinded for a number of rounds equal to your wisdom modifier.

Master. Enemies blinded by Flaring Fist or Stunned by Stunning Strikes have disadvantage on all saves while afflicted by those conditions.