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- Sure, I can try to design a subclass for the monk based on the Taekwon Kid class in Ragnarok Online. Here is what I came up with:
- **Way of the Taekwon**
- The Way of the Taekwon is a monastic tradition that focuses on using various kicks and stances to enhance their combat abilities. Taekwon monks are agile and versatile, able to adapt to different situations and enemies. They draw inspiration from the stars and the elements, and seek to achieve harmony with the natural forces.
- **Taekwon Skills**
- When you choose this tradition at 3rd level, you gain the following benefits:
- - You gain proficiency in the Acrobatics skill. If you are already proficient in it, you can add double your proficiency bonus to checks you make with it.
- - You learn how to use your ki to perform special kicks. You can spend 1 ki point to use one of the following kicks as a bonus action when you take the Attack action on your turn:
- - **Flying Side Kick**: You can move up to half your speed and make an unarmed strike against a creature within 5 feet of you. If you hit, you deal an extra 1d6 bludgeoning damage and push the target up to 10 feet away from you. If the target hits an obstacle, such as a wall or another creature, it takes an additional 1d6 bludgeoning damage and falls prone.
- - **Counter Kick**: You can make an unarmed strike against a creature that misses you with a melee attack. If you hit, you deal an extra 1d6 bludgeoning damage and force the target to make a Strength saving throw. On a failed save, the target is knocked prone.
- - **Roundhouse Kick**: You can make an unarmed strike against a creature within 5 feet of you. If you hit, you deal an extra 1d6 bludgeoning damage and can make another unarmed strike against a different creature within 5 feet of you as part of the same bonus action. You can repeat this process until you miss or have no more creatures within 5 feet of you.
- **Taekwon Stances**
- At 6th level, you learn how to adopt different stances that grant you various benefits. You can use a bonus action to enter one of the following stances, which lasts until you are incapacitated, you die, or you use another bonus action to switch to a different stance. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
- - **Tornado Stance**: While in this stance, you gain a +10 feet bonus to your speed, and you can use your reaction to move up to half your speed when a creature enters your reach. You can make an opportunity attack against that creature as part of this reaction.
- - **Sprint Stance**: While in this stance, you can take the Dash action as a bonus action on your turn, and you ignore difficult terrain. Additionally, you can make a Dexterity (Acrobatics) check to jump over obstacles or creatures as part of your movement, using the following rules:
- - The DC is equal to 5 + the height of the obstacle or creature in feet.
- - You can jump over an obstacle or creature that is no more than half your height.
- - You can jump over a number of obstacles or creatures equal to your Dexterity modifier (minimum of one) per turn.
- - **Eagle Stance**: While in this stance, you gain a +1 bonus to your AC, and you can use your reaction to deflect or catch missiles as if you had the Deflect Missiles feature. Additionally, you can spend 1 ki point to make a ranged attack with a weapon that you catch as part of the same reaction.
- **Taekwon Mission**
- At 11th level, you learn how to align yourself with the stars and the elements, and receive a special mission from them. At the end of a long rest, you can roll a d20 and consult the Taekwon Mission table to determine your mission for the day. You can choose to reroll the result once, but you must accept the second result. You can also choose to forgo this feature and have no mission for the day.
- Your mission grants you a bonus to your attack and damage rolls with your unarmed strikes against a specific type of creature or in a specific type of environment. The bonus is equal to your Wisdom modifier (minimum of +1). Additionally, you can spend 1 ki point to use one of the following elemental kicks as a bonus action when you take the Attack action on your turn, depending on your mission:
- - **Fire Kick**: You can make an unarmed strike against a creature within 5 feet of you. If you hit, you deal an extra 2d6 fire damage and ignite the target. At the start of each of its turns, the target takes 1d6 fire damage. The target or a creature within 5 feet of it can use an action to extinguish the flames.
- - **Water Kick**: You can make an unarmed strike against a creature within 5 feet of you. If you hit, you deal an extra 2d6 cold damage and reduce the target's speed by 10 feet until the end of your next turn.
- - **Wind Kick**: You can make an unarmed strike against a creature within 5 feet of you. If you hit, you deal an extra 2d6 thunder damage and push the target up to 15 feet away from you. If the target hits an obstacle, such as a wall or another creature, it takes an additional 1d6 thunder damage and falls prone.
- - **Earth Kick**: You can make an unarmed strike against a creature within 5 feet of you. If you hit, you deal an extra 2d6 acid damage and force the target to make a Constitution saving throw. On a failed save, the target is poisoned until the end of your next turn.
- **Taekwon Mission Table**
- | d20 | Mission | Elemental Kick |
- | --- | --- | --- |
- | 1 | Defeat undead creatures | Fire Kick |
- | 2 | Defeat fiendish creatures | Fire Kick |
- | 3 | Defeat aberrant creatures | Fire Kick |
- | 4 | Defeat aquatic creatures | Water Kick |
- | 5 | Defeat cold-blooded creatures | Water Kick |
- | 6 | Defeat plant creatures | Water Kick |
- | 7 | Defeat flying creatures | Wind Kick |
- | 8 | Defeat spellcasting creatures | Wind Kick |
- | 9 | Defeat metallic creatures | Wind Kick |
- | 10 | Defeat burrowing creatures | Earth Kick |
- | 11 | Defeat large or larger creatures | Earth Kick |
- | 12 | Defeat humanoid creatures | Earth Kick |
- | 13 | Fight in a desert | Fire Kick |
- | 14 | Fight in a forest | Water Kick |
- | 15 | Fight in a mountain | Wind Kick |
- | 16 | Fight in a swamp | Earth Kick |
- | 17 | Fight in a dungeon | Fire Kick |
- | 18 | Fight in a city | Water Kick |
- | 19 | Fight in a temple | Wind Kick |
- | 20 | Fight in a graveyard | Earth Kick |
- **Taekwon Master**
- At 17th level, you become a master of the Taekwon arts. You gain the following benefits:
- - You can use your Taekwon Stances feature twice between long rests, instead of once.
- - You can use your Taekwon Skills and Elemental Kicks without spending ki points.
- - When you roll for your Taekwon Mission, you can choose any result from the table, instead of rolling a d20.
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