Monk
Base Class: Monk

Monks of the way of the empty hand focus their training on unarmed combat. They forgo the use of weapons entirely, considering them to be distractions to their training. Many of these monks take a vow of poverty to help them discipline themselves to their art. A monk of the way of the empty hand must not be wearing armor or wielding weapons or a shield to benefit from these abilities.

Awareness of Body

Starting at third level, your unarmed strikes damage is increased to a d6 (this does not affect the rest of monk unarmed strike progression). You gain proficiency in athletics. You may substitute a grapple or a shove attempt in place of an unarmed strike.

Counter

When a creature attacks you with a melee attack, you may use your reaction to make an unarmed strike against the creature attacking you. This must be declared before the attack is rolled against your AC.

Empty Hand Techniques

Starting at 6th level, you learn 4 unarmed techniques powered by your ki. At levels 11 and 17 you learn an additional technique. You can use one technique per unarmed strike. Techniques are below. All save DC’s are calculated as follows: DC = 8 + your proficiency bonus + wisdom modifier.

Empty Hand Techniques

  • Leopard’s Paw
    When you hit a creature with an unarmed strike, you can expend one ki to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. The target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
  • Crane’s Distraction
    You can expend one ki and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn.
  • Snake’s Taunt
    When you hit a creature with a unarmed strike, you can expend one ki to attempt to goad the target into attacking you. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
  • Leopard’s Kick
    When you make a unarmed attack on your turn, you can expend ki to increase your reach for that attack by 5 feet.
  • Crane’s Deflection
    When a creature hits you with a unarmed attack, you can use your reaction and 1 ki to reduce the damage of the successful attack by 1d6 + your dexterity modifier.
  • Dragon’s Roar
    When you hit a creature with an unarmed strike, you can expend one ki to attempt to frighten the target. The target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
  • Coiled Snake Strike
    When you make a unarmed strike roll against a creature, you can expend one ki to add 1d6 to the attack roll. You can use this technique before or after making the attack roll, but before any effects of the attack are applied.
  • Raging Tiger
    When you hit a creature with an unarmed strike, you can expend one ki to attempt to drive the target back. The target must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
  • Crane’s Punishment
    When a creature misses you with a melee attack, you can use your reaction and 1 ki to make a unarmed strike against the creature. The creature grants advantage on all attacks until the start of its next turn.
  • Dragon Tail Strike
    When you hit a creature with an unarmed strike, you can expend ki to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes 1d6 damage plus your wisdom ability modifier to your unarmed strikes. The damage is of the same type dealt by the original attack.
  • Tiger’s Pounce
    When you hit a creature with an unarmed strike, you can expend one ki to attempt to knock the target down. The target must make a Strength saving throw. On a failed save, you knock the target prone.

Spell Deflection

At 11th level, you may use your deflect arrows ability on single target ranged spell attacks that deal damage to you. If your deflect arrows reduces the damage to 0, you may spend a ki point to make a ranged attack (with proficiency) to change the target of the spell.

Master of the Path

At 17th level, you become a master of the Way of the Empty Hand. You gain the following improved techniques:

  • Improved Flurry: when using flurry of blows, you may make 3 attacks as a bonus action.
  • Improved Patient Defense: when you use patient defense, you take an additional reaction on the turn.
  • Improved Step of the Wind: your dash action does not trigger attacks of opportunity, and your jump distance is tripled.

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