Base Class: Monk
Focusing on inner peace and balance, monks of Miyagi Do don't seek violence, but a way to protect themselves and their loved ones. Masters in this style often adopt an unconventional method of training, using seemingly mundane activities and daily chores to teach powerful techniques and philosophical lessons to their students.
To be accepted as a disciple in the Miyagi Do Karate, one must abide by only two simple rules:
Rule 1. Karate for defense only.
Rule 2. First learn rule number 1.
Wax on, Wax off
At 3rd level, you have waxed and washed enough horse carriages to train your reflexes and develop your muscular memory. You can use your Patient Defense as a reaction, instead of a bonus action. While in the Patient Defense, the first attack that hits you have the damage reduced by 1d10 + your Dexterity modifier + your monk level.
Painting Shores
Starting at 6th level, painting fences and houses made your defensive movements fluid and precise. You gain the following benefits.
- Paint the Fence. You can use your bonus action to defend someone close to you from incoming attacks. You can reduce the damage of the next attack of an ally within 5ft of you by an amount equal to the max damage of your unarmed strike.
- Paint the House. When an attack against you misses, you gain a reaction if you don't have one, or 1 ki point if you do have a reaction.
- In addition, you gain proficiency in the Painter's Supplies.
Sand the Floor
At 11th level, you learn how to use the circular movement of the floor sanding to make low blocks.
As a reaction if a creature hits you with an attack, you can spend 2 ki points to add your Wisdom modifier to your AC until the start of your next turn. Additionally you now have expertise in Strength (Athletics) and Dexterity (Acrobatics) checks.
The Crane Kick
Starting at 17th level, you have balance enough to stand on a boat in the middle of a river, and can use this balance to deliver the secret attack of the Miyagi Do - The Crane Kick.
If a creature moves 5 ft. near you, you can make a reaction to make an unarmed attack. On a hit, you can expend ki points to make the target take additional 1d10 plus your DEX modifier of bludgeoning damage per ki point spent (Maximum of your WIS modifier). The creature must make a Constitution saving throw against your Ki save DC or be stunned and knocked prone.
In addition, you gain advantage on any checks or saving throws against any effects that would knock you prone.
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