Base Class: Monk
monk capable of combining different styles of fighting using their entire body.
Sky and Ground Techniques
Starting when you choose this tradition at 3rd level, you can spend a Ki point to perform one of the four techniques of the mixed style.
Jumping Tornado Kick
As an action, you can spend 1 Ki point to jump up to 10 feet in a straight line and make 3 unarmed strikes, if you jump up you don’t receive fall damage while landing.
Overhead Throw
After an attack action, you can spend 1 Ki point as a bonus action to slam a creature against anything within 5 feet, the target must succeed a DEX saving throw or be knocked prone and take a martial arts die of damage. If the target is thrown against another creature it should also make a Dex saving throw or be knocked prone.
Joint Lock
As an action, you can spend 1 Ki point to perform a lock on a creature equal o smaller than you, the target must succeed a STR saving throw or be knocked prone and restrained taking a martial arts die of damage at the start of each one of its turns while they are trapped. At the end of each of its turns, it can make another STR saving throw to escape.
While performing this technique you are also prone.
Debilitating Blows
As part of an attack, you can spend 1 Ki point to target a weak pint with your hardened limbs causing its movement to be halved until the end of its next turn or its next attack to be performed with disadvantage.
Counter Strike
At 6th level, you learn how to take advantage of your enemy's mistakes. As a reaction, when an enemy attack misses you, you can spend a ki point to perform a counter strike rolling two martial arts dices for damage. If the hit connects the target becomes dizzy and can't take reactions until their next turn.
Fighting Spirit
Beginning at 11th level, your body keeps fighting beyond your consciousness due to muscle memory. Once per long rest, when you fall unconscious your body keeps attacking any enemy in range, you still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. If you succeed three death saves you regain an amount of HP equal to your level and regain consciousness, but if you fail three you will drop dead.
While in this state you can only move and attack.
Knockout Shot
At 17th level, you gain mastery in detecting weak points in your enemies and delivering precise hits to them. When you hit a creature with an unarmed strike, you can spend 3 ki points to focus a powerful blow to a weak point, when it hits the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 thunder damage.
Previous Versions
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