Monk
Base Class: Monk

Monks of the Way of the Ancestral Guardians are disciples of those that came before them. They channel their ancestors' ancient power, imbuing their unarmed attacks with archaic force, and allowing their ancestors to watch over and guide them through their battles.

Bonus Proficiencies

When you choose this tradition at 3rd level, you gain proficiency in the History skill if you don't already have it. You also gain proficiency in the Arcana, Nature or Religion skill (your choice).  Your connection with your ancestors give you a deeper understanding of forgotten knowledge.

Arcana

You gain proficiency in the Arcana skill

Nature

You gain proficiency in the Nature skill

Religion

You gain proficiency in the Religion skill

Ancestral Strike

Due to your devotion to your ancestors, they guide your fists, imbuing you with ancient power when you strike your foes. Your unarmed strikes become Empowered Strikes, and now deal an additional 1 point of damage and deal force damage instead of bludgeoning. This additional damage increases to 2 at level 6, 3 at level 11, and 4 at level 17.

You can also choose to spend 1 ki point when you use an Empowered Strike to attempt to invoke your target's primal fears. The target will have to make a Wisdom saving throw equal to your ki save DC. If the target fails this saving throw, they become frightened of you until the end of your next turn.

To make this feature function normally, click on each instance of "Unarmed Strike" and "Flurry of Blows" in your character sheet, click "Customize", and uncheck "Display As Attack".

All Powerful Ki Strikes

At 6th level, your ancestral guardians bestow a great knowledge upon you, allowing your Empowered Strikes to evolve to bypass all immunities and resistances. Building on your Ki-Empowered Strikes class feature, you have learned how to guide your fists and bypass even the most fortified opponents through an age of deep study passed on through generations.

Legacy Surge

At 6th level, your ancestors watching over you want a show, and you're going to give it to them. Every time you land an attack on a new target in a round of combat, the spirits that watch over you fuel your strikes with energy, causing each new target to take an additional stacking 1d4 force damage. This bonus damage only applies to the first attack on that target for that turn.

Your first target will always take normal damage, however subsequent targets will take 1d4, then 2d4, etc. damage respectively.

Foresight

At 11th level, you pull on generations of combat knowledge to identify the facial tics and muscle twitches that signify when a foe is about to attack, and you use these predictions to slip and counterattack.

As a reaction to getting hit by a melee attack, spend a ki point to evade the hit, taking 0 damage, and following up on the dodge with an Empowered Punch at the attacker. You must roll to hit the Empowered Punch on your attacker.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

True Host

At 17th level, your connection with your predecessors is so strong that you can temporarily give them power over your fists, combining the collective knowledge and power of all of those that came before you. As an action, spend 3 ki points to perform an Ancestral Smite ability as an attack option. For the purpose of the Martial Arts class feature, these attacks count as unarmed strikes, and for the purpose of the Extra Attack feature, an Ancestral Smite counts as both attacks. You can use this feature twice per short or long rest.

Ancestral Smites

100 Fists: Your ancestors take turns in striking your opponent through your body. Make 5 Empowered Strikes as an attack. These attacks must all be on the same target.

One Punch: Use an action to begin charging a super powered punch. After using this action, you end your turn immediately. Over the course of one turn, you charge the souls of all those that came before you into one fist, and can therefore not take any reactions until your next turn. You stop charging your punch if you become incapacitated. On your next turn, you can use a bonus action to release an Unleashed Punch that you roll with advantage. An Unleashed Punch deals 10d10 force damage to your opponent and knocks them prone.

Lethal Shockwave: The spirits that give you power harness their generations of knowledge to manipulate your movements, allowing you to send shockwaves through a punch, rupturing the very earth and air around it. Make an Empowered Strike at an opponent, and the target and all other creatures in a 30-foot cone behind them must make a Dexterity saving throw against your ki DC. Any targets that fail the save must take 1d10 force damage and fall prone, and any that succeed take half damage and do not fall prone.

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