Monk
Base Class: Monk

You follow a monastic tradition that teaches you to master your mobility. When you choose to walk the path, you become keenly aware of your physical limits, a true disciple strives to surpass them. All members of this tradition dedicate themselves to a martial art derived from the study of an Idol, a symbol of supreme strength, is the first step a Monk takes on this path.

Monks of this tradition will find the physical traits of their Idol manifest on their bodies once their inspiration is vivid enough, these traits is often the first sign of a growth in a disciple. Idols vary wildly, and so do their worshipers. 

Martial Foundations

When you choose this tradition at 3rd level, Your training is a devotion mastering your mass and mobility, through which you will attain absolute strength in battle. You gain the following benefits.

Unstoppable Force: Gain proficiency with martial melee weapons. When you start your turn holding a weapon with the heavy property, gain temporary hit points equal to your STR modifier + your proficiency modifier. 

Immovable Object: After making an attack using a weapon with the heavy property, you can use your bonus action to add your proficiency modifier as a bonus to your AC until the start of your next turn.

While you have this bonus AC, you can use your reaction to add your DEX modifier to any rolls you must make to resist forced movement effects.

Leaping Strike: If you jump at least 15 feet before making an attack with a heavy weapon, you can instead make a Leaping Strike and add one martial arts die to the damage roll of your attack for every 15ft traveled while jumping, up to a maximum of 45 feet at lvl 3, which increases to 75 feet at level 6, 105 feet at level 11, and 150 feet at level 17.

Additionally, if you would take fall damage on the same turn you have attacked an enemy with a Leaping Strike, you may treat the height of the fall as if it were 5 feet shorter. The height you may ignore when calculating fall damage increases to 15 feet at 6th level, 25 feet at 11th level and 35 feet at 17th level.

Virulent Cultivation

At 6th level, you can extend your ki into heavy weapons, granting you the following benefits.

Ki Infusion. Your attacks with heavy weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. 

If you make an attack with a weapon that does not have the Heavy property, and specify that you will make it a magical attack to overcome resistance, before every attack roll you must pass a DC (23 - (weapon's damage die)) wisdom save. DC 19 for d4 weapons, DC 17 for d6 weapons, DC 15 for D8 weapons, DC 13 for d10 weapons. (A longsword in 2 hands is a DC 13)

On a failure, the weapon shatters in your hands, and you take damage equivalent to the highest value on that weapon's die. (A longsword in 1 hand will deal 8 damage to you.)

Inspired Technique. When you attack a target with a heavy weapon, you can spend 1 ki points to add your martial die to your attack roll, and an additional 1 weapon damage to the target. 

If this attack is part of an attack action enhanced by the extra attack feature and hits the target, the subsequent attack (if it can be made) can also be enhanced. An enhanced attack immediately following an enhanced attack still costs 1 ki points, but adds 2 martial die to the attack roll, and deals an additional 2 weapon damage on a hit. 

Ascent of the Strong

At 6th level you have discovered how to enhance your foundational skills through study of your Idol, you can spend an additional point of ki on Flurry of Blows, Patient Defense, and Step of the Wind to empower them.

Spending an additional point of Ki empowers these features, adding the following bonuses in addition to their normal effects:

Blows of Fury: When you hit a target with a Flurry of Blows attack, force your target to make a STR save against your Ki save DC, on a failure they take additional damage equal to your STR mod and are shoved backwards 5 feet.

Perfect Defense: Gain 10 ft of blindsight until the end of your next turn.

Step of the Gale: Until the end of your turn, you can spend 5ft of movement to kick into empty air, condensing it enough to redirect the flight path of your jump. The first time you do so on a given turn, gain a +2 bonus to your AC until the end of that turn.

Dance of the Devout

At 11th level, careful experimentation, observation, and imagination has led you to a breakthrough in your martial arts: You have distilled the core of your Idol's strength into a furious dance of precisely calculated footwork.

Add your Athletics modifier to your maximum running long jump distance.
Your maximum running high jump is now calculated by 5 feet + Athletics modifier.

Descent of the Strongest

When you land from a height of 20 ft or greater, you can use your reaction to spend 2 ki points, producing a shockwave of tumultuous energy dealing damage in a sphere originating from your point of impact. 

Starting at a 20ft drop, deal 1d6 + WIS force damage in a 5 ft radius centered on your impact. Creatures within this area must make a wisdom save against your Ki save DC, upon a success they take half damage. Objects and structures within this area take double damage.

Reduce the fall damage you take by 1 for each creature you deal damage to.

Deal an additional 1d6 force damage for every additional 10ft added to the drop, and add 5 ft to the radius of your impact for every additional 20ft added to the drop.

Transcendent Smite

At 17th level, your mastery of ki allows you to impale and immobilize your foes with the strength of your Idol.

Once per turn, when you hit a target with a Leaping Strike, you can choose to expend 3 ki points and the rest of your movement to force your target to make a WIS save against your Ki save DC.

For every 15 feet of movement discarded, you can choose to deal an additional martial die of weapon damage, or shove the target 15ft away from you and reduce their speed on their next turn by 15.

A successful save means the target takes half damage, is shoved one third of the distance and has their speed reduced by one third of the original amount.

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