Base Class: Monk
Monks who follow the Way of Gambit can change the potential energy of any object into kinetic energy. This gives you the power to enhance your monk weapons, absorb magical energy and utilize it as ki points, and even redirect damage from energy attacks. Most monks who choose this path feel a strange connection with all things. They feel the potential magical energy of nonliving objects, taking the basic redirection techniques that monks possess and utilizing it to access the most basic components of magical energy. They can translate other magical energies into Ki points.
Card Tricks
Starting when you choose this tradition at 3rd level, you can conjure explosive cards of pure energy and hurl them at your enemies.
You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is magical slashing, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.
When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.
Potential Energy
At 6th level, you can tap into the potential magical energy of certain items. If you touch a magical item (of no more than very rare rarity) that uses charges to cast spells (or other effects), you can - as an action - absorb a single charge for one ki point. If an unwilling creature is holding the item, you must make an opposed Dexterity (Sleight of Hand) check. On a success, you can absorb the ki point.
As an action, you can also spend ki points to imbue your monk weapons with extra power. This makes your monk weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. A single ki point gives your weapon an extra d6 of weapon damage for one minute. Each additional ki point you spend increases the damage by 1d6. The maximum number of ki points that you can use for this ability equals half your monk level.
In addition, you can spend a ki point to take more than one reaction per turn. In order to take a second reaction before the start of your next turn, you must spend 3 ki points. You cannot take any additional reactions per turn until level 17 (see Kinetic Shield).
Misdirection
At 11th level, you can redirect the magical energy of spells targeting you. If a creature you can see hits or damages you with a single-target damage-dealing spell, you can attempt to absorb the spell's energy and target another creature.
As a reaction, you can spend a ki point to make a Wisdom saving throw against their spell save DC. On a success, you can half the damage you take and choose any single creature within 30 feet of you. They take the rest of the damage. Any other effects of the spell still affect you.
Kinetic Shield
At 17th level, you have a shield of kinetic energy surrounding you at all times. You are immune to nonmagical bludgeoning, piercing, and slashing damage, as well as resistance to thunder and force damage.
If a creature hits you with a melee attack and you take damage from it, you can spend a ki point and use your reaction to redirect half of the damage back on them, taking only half damage yourself.
Your ability to react to danger is increased tenfold. You can now take an additional reaction per turn for 3 ki points.
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