Monk
Base Class: Monk

Monks of the Way of Quietude specialize in pacifying their opponents quickly, with swift counter attacks and disabling strikes. This way was developed to defeat mages as quickly as possible, overwhelming their enemies.

Spearpoint Fist Technique

Starting when you choose this tradition at 3rd level, you can hit weak points in your foes. Once per round, When you hit a creature with an unarmed strike, you can spend a ki point to impose one of the following effects on that target:

  • It must subtract your Wisdom modifier from all attack rolls it makes until the start of your next turn.
  • Until the start of your next turn, the creature must make a Constitution saving throw before casting any spell, the DC equals 5 + the spells level. If it fails, the spell fizzles out. The creature doesn't spend a spell slot if this feature prevents the spell from taking effect.
  • The creature must subtract your martial arts die from the next saving throw it makes.

Improved Deflection

At 6th level, you gain the ability to Deflect a greater number of attacks. Your Deflect Missiles feature can now be used against ranged spell attacks. Aditionally, every time a foe misses you with a melee attack you can spend a ki point to make a free unarmed strike against them.

Awareness

Beginning at 11th level, you can add your martial arts die to initiative rolls.

When you take the dodge action, you gain a bonus to AC equal to half your proficiency bonus rounded up until the start of your next turn.

Knuckle of Echoing Might

At 17th level, you gain the ability to damage permanently vital parts of your opponents. When you hit a creature with an unarmed strike, you can spend 5 ki points to incur a crippling wound. The creature must suceed on a Constituition Saving Throw, on a succesful save, the creature suffers 1d12 Thunder damage. On a failed save, the creature is affected by one of the following effects:

Devil´s Bane: The creature has disadvantage on all Charisma checks, Charisma saving throws and insight checks. If the creature´s Charisma score is 9 or higher, it now becomes 8.

Touch of Styx: The creature has disadvantage on all Inteligence checks and Inteligence saving throws. The creature´s proficiency bonus is halved rounded down. if the creature´s Inteligence is 9 or higher, it now becomes 8.

Red Dragon´s Kiss: The creature has disadvantage on all Dexterity Checks, Dexterity Saving Throws and Weapon Attacks. If the creature´s Dexterity is 9 or higher, it now becomes 8.

The effect ends if the creature is affected by the Regenerate spell. The DM may rule that the creature automatically suceeds the saving throw if the creature doesn't possess a brain.

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