Monk
Base Class: Monk

Monks of the Way of the Shakujo focus more on traditional martial arts than anything else, and attune to a special staff that allows them to perform techniques mainly focused on self-defense and acrobatics.

Shakujō Attunement

3rd level Way of the Shakujō feature

You've attuned to a special quarterstaff called a shakujō, a metal staff with a circular ring at the top, containing a sharp point at the tip and smaller rings that hung off of it, often making loud chiming sounds when used in combat. This weapon is bound to you, and if any other creature tries to use it they take 2d8 psychic damage that cannot be reduced or prevented in any way every time they make an attack roll. The weapon has the same statistics as a quarterstaff, and you must be holding this weapon to use budō techniques, shown in the Budō Techniques feature. In addition, this weapon has certain special properties. It gains power when you reach certain levels- at 6th level, it gains a +1 bonus to attack and damage rolls, and gains an additional +1 bonus at 11th and 16th level.

Budō Techniques

3rd level Way of the Shakujō feature

You've learned a special suite of techniques that make use of the careful, precise martial arts associated with the use of a shakujō. These techniques cost ki points to activate, and use your Ki save DC if they require a creature to make a saving throw. You gain two techniques when you gain this feature, and you can learn an additional technique at 5th, 9th, 13th, and 17th level.

Circle of Enlightenment

As an action, you draw a circle at your feet that empowers you. A circle is drawn around your space in a 10-foot radius. This circle lasts for a minute- any creature that steps into the circle or starts its turn there gains 10 feet of movement speed and has advantage on Dexterity and Strength saving throws until the end of their turn. A creature can only benefit from this effect once per turn. After this effect is used five times, the circle disappears.

Concussive Blow

You strike the enemy over the head with a resounding clang, bashing them with the metal end of the stick. When you make a melee weapon attack with the Attack action, the enemy must make a Constitution saving throw against your Ki save DC- on a failed saving throw, they suffer the effects of the spell confusion for three rounds, with the saving throw DC for all rounds before that being equal to your Ki save DC.

Disrupting Clang

As a bonus action, you can expend one ki point and clang your staff against the ground, disrupting the enemy with your presence, ki, and the loud clanging sounds. The enemy must make a Wisdom saving throw equal to your Ki save DC or take 2d6 psychic damage and be frightened until the end of their next turn.

Ferocious Charge

You can expend one ki point when you take the Attack action to alter your first attack. You coat the pointed tip of the shakujō in a hardened ki and attempt to jab the enemy with it using momentum carried over from your movement. Make a melee attack with your shakujō at advantage. On a successful hit, the attack deals piercing damage instead of bludgeoning damage, and deals an extra 1d4 piercing damage. If you used half of your movement before making this attack, the attack deals an extra 1d6 of damage instead. If you used all of your movement before making this attack, the attack deals an extra 1d8 of damage instead.

Grappling Deflect

You can spend a ki point to use the Deflect Missiles feature against a melee weapon attack. If this feature reduces the damage from the attack to 0, you can make an unarmed strike against the creature that attacked you as part of the same reaction.

Mystic Mark

You can use an action and expend one ki point to choose one creature that you can see within 60 feet. You shoot a concentrated blast of your ki at them, creating three blue flames around their body. Each time you successfully attack them until the end of your next turn, you deal an extra 1d4 fire damage, and a blue flame is extinguished. When all three flames are extinguished, your attacks no longer deal extra damage on hit, and the creature must make a Constitution saving throw equal to your Ki save DC. On a failed saving throw, they take 4d6 fire damage.

Shakujō Dance

When you make the Attack action on your turn, you can expend one ki point to use this ability. When you do, you can move up to your movement speed between each attack, and your movement does not provoke attacks of opportunity. If you attack two different targets with this ability and move at last 40 feet while doing so, you can attack an additional creature, though it cannot be the same as either of the first two.

Whirling Kicks

When you use your Flurry of Blows feature, you can expend an additional ki point to use your legs instead of your hands for the attacks granted by that creature. Each time they are hit by one of the attacks made with that Flurry of Blows, they must make a Strength or Dexterity save. On a failed save, choose one of the following three effects:

- The creature trips, falling prone.

- The creature is pushed back 10 feet.

- The creature has disadvantage on the next Strength or Dexterity saving throw it makes before the start of its next turn.

Heightened Self

6th level Way of the Shakujō feature

Your heightened sense of self allows you to gain proficiency in the Insight and Religion skills.

Steady Ascent

11th level Way of the Shakujō feature

When you reduce a creature to 0 hit points, you can use your reaction to regain one ki point.

Legendary Attunement

17th level Way of the Shakujō feature

At 17th level, your shakujō gains additional powers. When you finish a long rest, you can choose to give the staff one of the following properties until the end of your next long rest:

- Your attacks with this weapon score critical hits on a 19 or 20.

- You deal 1d6 additional bludgeoning damage to one creature type of your choice.

- You can use the action surge Fighter feature once before your next long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
2/9/2023 7:06:28 AM
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