Base Class: Monk
The Way of the Leopards Paw is a monastic tradition that was originally created to help those who were deeply ashamed of their past, and were looking for a way to accept themselves. Thus the tradition is largely centered around purification, and it so happens that the creators of this tradition found a way to not only accept themselves but also channel their corruption as a weapon. By mastering the flow of ki not only within their own body's but also through others, they were able to push the corruption within themselves into their opponent. Thus the followers of this tradition have found peace within themselves through combat and righteousness like many other traditions, but what sets this tradition apart is the actual release of corruption and thus purification. Many followers of this tradition become addicted to this cycle, trading one addiction for another if you will, or maybe its just the lasting effect of the previous addiction. Whatever the case, at least we can all find peace in knowing they're doing good work, purifying the world as they purify themselves.
Paw Point Strike
Beginning at the 3rd level you have learned to channel your shame and corruption into a weapon, when you strike a target at a pressure point you can push that negative force into their body to weaken them.
Activation. Spend one ki point while making an unarmed strike targeting the opponent, on hit the target receives a Pressure Point counter for 1 minute.
Pressure Point Counters. Whenever the bearer makes an ability check or attack roll, they lose 1d4 on the check for every pressure point counter.
Ki Tap
Beginning at the 3rd level, you mastered the ability to control the flow of ki in others as well as yourself, when you grip an opponent among a number of certain pressure points you can control the flow of ki throughout their body, and even draw it into your own.
Preparation. After you have taken the attack action as your main action this round, and have landed at least one attack using an unarmed strike or monk weapon, you may use your bonus action to attempt a kid tap.
Side Note, you may activate this ability with no preparation while out of combat.
Activation. Make an attack roll against the target--with disadvantage--using your DEX, WIS, and proficiency modifiers. On hit you deal an amount of Necrotic damage equal to the maximum value of your monk weapon die; choose one of the following:
- Regenerate one ki point
- (Level Lock 8) Regenerate Health equal to the damage dealt.
- (Level Lock 13) Spend 1 ki point, disturb their magical aura, the target cannot cast spells or use ability's powered by their magical affinity for 3 rounds.
- (Level Lock 18) Spend 3 ki points, the target makes a constitution saving throw, on fail they are rendered unconscious for 1 minute.
Feline Agility
Beginning at the 6th level you have managed to channel your animalistic urges to increase your physical prowess as well as your attacks.
Leopards Grace. You may use your acrobatics(DEX) modifier instead of your athletics(STR) modifier when determining jump length and height.
Leopards Step. You may use your monk ability: step of the wind, or patient defense, without spending a ki point, as long as you did not use this ability the previous round.
Claw Point Dash
Beginning at the 11th level you have mastered the ability to channel your corruption within an opponent, thus you can now push a large amount of this corruption into a target in such a way that they don't realize it, well... until its too late.
Preparation. If you've taken a dash action on this round, you may spend 1 ki point to make a Claw Point Dash, as a bonus action.
Activation. Make an unarmed strike, on hit spend 1 ki point and choose one of the following effects:
- Stumble. The next time the target try's to use its movement it must make a CON saving throw, on fail the target falls prone and ends their turn.
- Falter. The next time the target try's to take the attack action they must make a CON saving throw, on fail the target loses their action; everyone within melee range of the target may use their reaction to make a opportunity attack.
Reaction. After a successful Claw Point Dash the target cannot use their reaction to make an opportunity attack against you.
Death Point Strike
Beginning at the 17th level you now understand a competently new way to alter ones ki flow. By making multiple attacks against the pressure points of a creature you can form a bond between you and the target, once the bond is made you must maintain concentration in order to continue to grow the bond. The longer you maintain concentration the stronger the bond grows which allows you to draw more ki out of the target and into the environment.
Preparation. When you take the attack action you may attempt a death point strike. If you attempt to make a death point strike, you must spend 3 ki points, and make 2 consecutive unarmed strikes during this round.
Effect. If successful the target must make a DC (Ki save +1X) constitution saving throw at the beginning of its turn every round as long as you maintain concentration. On success, nothing happens--on fail, the target takes (2^X(1d4)) Necrotic damage.
Consequences. Starting on the 3rd round that you've maintained concentration, you must spend one ki point at the end of the targets turn in order to maintain concentration. In addition, once you have dealt a total damage to the target equal to or greater than a quarter of its health, the target knows you are the source, as well as your exact location.
Side Note, X is equal to the number of rounds you have maintained concentration.
Previous Versions
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3/25/2019 10:58:04 PM
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Coming Soon
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