Monk
Base Class: Monk

The Striker can use their fists, and elemental enhancements to annihilate their enemies and victims.

Magical Hand

Starting when you choose this tradition at 3rd level, you can manipulate your ki to use magic. You can now use one of the following spells endlessly:

Burning Hands

Ray of Frost

Acid Splash

Magic Missile

Shocking Grasp

Hunter’s Mark

Way of Acid

You can use acid splash.

Way of Flame

You can use burning hands.

Way of Force

You can use magic missile.

Way of Frost

You can use ray of frost.

Way of Lightning

You can use shocking grasp.

Way of Piercing

You can use hunter’s mark.

Fist of Truth

If you roll a 15 or below with percentile dice you deal double damage. You then get to take a bonus action as a chance to hit your enemy for 5 bludgeoning damage. Your chance to deal double damage rises as your level rises.

Fist of Truth chart:

0 - 15 for level 3 

16 - 30 for level 7

31 - 45 for level 11

46 - 60 for level 15

Magic of the Body

At 6th level, you gain the ability to apply the element of your previous magical attack choice to all your unarmed strikes.

Way of Acid

You can make an unarmed attack with the element of acid.

Way of Flame

You can make an unarmed attack with the element of fire.

Way of Force

You can make an unarmed attack with the element of force.

Way of Frost

You can make an unarmed attack with the element of cold.

Way of Lightning

You can make an unarmed attack with the element of lightning.

Way of Piercing

You can make an unarmed attack with the ability of piercing.

Calming Strike

Beginning at 11th level, you can enter a special meditation during a short rest, but you can’t use hit dice during that short rest. The damage you deal with an unarmed strike after this meditation is tripled.

Tremor Fist

At 17th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points once per long rest to have vibrations and tremors run through your targets body. The vibrations are powerful and will cause 1d4 of bludgeoning damage for the next 5 turns.

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