Monk
Base Class: Monk

These monks have studied long and grueling hours on how a Hydra lives it's life. They learned the best way is to become quicker and focus your Ki to strike more often. 

Golden Hydra Defense

Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. While you are in Patient Defense and a melee attack misses you can spend your reaction and impose one of the following effects on that target:

  • Immediately attack with 2 Off Hand attacks.
  • Immediately attempt to grapple the target.

Many Strikes of the Hydra

at 6th level, your quickness in combat have grown. Whenever you hit a creature with one or both of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target: 

  • It must succeed on a Dexterity saving throw or be knocked prone.
  • Immediately attack with 2 Off Hand attacks. This may not proc any other addition attacks.

Speed of the Hydra

Beginning at 11th level, you can sacrifice your defenses to become faster.

Once per long rest, you can spend 4 Ki Points as a bonus action to cast the haste spell on yourself without requiring material components. For the duration of the spell, your AC is calculated without your Dex modifier.

Spirit of the Hydra

At level 17 you have mastered the ancient ways of the Golden Hydra Monetarist. Once per long rest you may spend a ki point as an action to focus your ki into a 5 headed hydra that surrounds you.

This hydra lasts for 1 hour or until its heads are reduced to 0.

Hold Breath: while the ki hydra surrounds you, you can hold your breath for 1 hour.

Multiple Heads: When releasing your ki to form a ki hydra with five heads you game 75 temporary hit points. While it has more than one head, you have advantage on Saving Throws against being Blinded, Charmed, Deafened, Frightened, Stunned, and knocked Unconscious. Whenever you takes 15 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra disappears. At the end of your turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 temporary Hit Points for each head regrown in this way.

Reactive Heads: For each head the hydra has beyond one, it gets an extra Reaction that can be used only for Opportunity Attacks. Only 1 hydra reaction may be used on the same target. These reactions do not us up your own reaction.

Actions You still act as normal but have these additional things:

Multiattack: in addition to your attacks your ki hydra makes as many bite attacks as it has heads. Bite: Melee Weapon Attack: Reach 10 ft., one target. Hit: 1d10 + dex modifier magical piercing damage.

Golden Hydra Image

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