Base Class: Monk
Flow like water
Starting at 3rd level when you take this subclass, you become harder to pin down. You have advantage on Dexterity saves against being grappled, as well as advantage on dexterity checks to escape grapples.
If a grapple attack against you fails, you can spend 1 ki point to either do one melee attack, or move 10 feet in any direction. This movement does not provoke opportunity attacks.
Mercurial Stance
Starting at 3rd level when you take this subclass, your reaction time becomes sharper and you are able to respond to enemy movement more fluidly.
As an action, you can take The Mercurial Stance to end your turn. Until the start of your next turn, you can use your reaction a number of times equal to you proficiency bonus + your wisdom modifier. During your Mercurial Stance you can choose for an attack roll against you, which does not have advantage, to automatically succeed regardless of your AC.
You can spend 1 ki point to enter this stance as a bonus action.
Improved Deflect Attacks
Starting at 3rd level, your "Deflect Projectiles" ability is more versatile. You are no longer limited to only ranged attacks, you can use this ability for any non-magical weapon attack. When determining the damage reduction, you can add one martial die to the roll.
If the damage is reduced to 0, the attack you perform with the deflected weapon does not cost any ki point. However, you can spend ki points to get additional martial dice for the damage reduction roll equal to the number of ki points spent, i.e. one ki point=two martial dice, two ki point=three martial dice etc. You can only spend ki points to get the additional dice this way before the damage reduction roll.
Note: Damage reduction calculation base without spending ki points = 1D10 + your Dexterity
modifier + your monk level + 1 martial die
Use the same rules for deflecting ranged weapon attacks, as outlined in "deflect projectiles" feature; the only difference is that you don't need to spend ki points to do the attack.
For deflecting melee attack, you can choose either to attack with your own weapon, or use the stat of the opponent's weapon. You become proficient with that weapon and you can use your dexterity modifier for the attack roll regardless of the weapon's type.
Taunting Gesture
Starting at 5th level, your cockiness infuriates your enemies, encouraging them to attak you while drawing their attention away from your allies. When you make a successful melee attack, you can spend 1 ki point to attempt a taunting gesture.
(You know, like how in Kung fu movies the one guy does the "come here" gesture with their hand to taunt their opponent? It's that!)
The target must succeed on a wisdom saving throw, or they have disadvantage on all attacks made on any creature other than you until the start of your next turn. Conversely, all attacks the target makes against you are made with advantage. The target can choose to automatically fail the save.
You can choose to spend 2 ki points instead to target a number of creatures you can see equal to your proficiency bonus + your wisdom modifier, as long as at least one of those targets was struck successfully by your melee attack.
Magic Deflection
Starting at 6th level, you can use your "Improved Deflect attacks" ability to deflect Magical attacks. You are able to break down the energies of ranged or melee spell attacks down to their pure elemental essence, and then unleash them in a fierce elemental ki-blast.
You roll 1d10 + your monk level + your dexterity modifier + 1 martial die for the damage reduction roll. If the damage is reduced to 0 with this roll, you can use your ki-blast without spending any ki point. However, you can spend ki points to get additional martial dice for the damage reduction roll equal to the number of ki points spent, i.e. one ki point=two martial dice, two ki point=three martial dice etc. You can only spend ki points to get the additional dice this way before the damage reduction roll.
The ki-blast uses the same range, damage die, and element of the deflected magical attack, but it uses your wisdom modifier + your proficiency bonus to cast. It takes the form of a spectral being or object made of that element. You can select one of the examples from the Ki-Blast Forms Table below, or roll a d6 on the table for a random form. Alternatively, you can customize your own spectral ki-blast form.
Ki-Blast Forms Table:
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A raging Eastern Dragon
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A fierce Tiger
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A giant fist
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A god's visage or symbol
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An enlarged version of your Monestary's holy weapon or artifiact
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Thorny vines or a blooming rose
Magical Evasion and Retaliation
When successfully using the Monk's 7th level "Evasion" ability, you are able to spend 3 ki points as a reaction to recycle some of the energy from the AOE magical attack into a ki-blast. The ki-blast uses the same range and element of the spell; however it can only targets one creature or object within range, and it uses only half of the damage die of the original spell or attack. You use your wisdom modifier + you proficiency bonus to cast the ki-blast.
(For example, if a wizard shoots a fireball spell and you succeed on the DEX save; you can spend 3 ki points to shoot a fire element ki-blast for 4D6 damage instead of Fireball's usual 8D6 damage)
Untouchable Mist
At 14th level, your martial art skills reach their zenith and you can deflect and redirect attacks without seeming to touch anything.
When an attack targeting you misses, you can spend 1 ki point to deflect the attack back to the attacker appropriately, based on the scenarios below:
- Counter non-magical melee attacks with a melee attack using your own weapon, or using the attacker's weapon.
- Counter non-magical ranged attack with a ranged attack using the same weapon or ammunition used in the deflected attack
- Counter magical attacks with a ki-blast
Alternatively, you can spend 2 ki points to deflect the attack appropriately, based on the above scenarios, to target any other creature or object within the appropriate range.
Elemental Flow
Starting at 17th level, you intimately comprehend the flow of elemental energies within living creatures and can manipulate it at will.
When you make a successful melee attack, you can spend 5 ki points to force the targeted creature to make a constitution saving throw. On a failed save, choose one of the following damage types: fire, cold, lightening, acid, poison, radiant, or necrotic; the target's resistance to the chosen damage type is now downgraded, i.e. if the creature is immune to the damage type, they are now resistant to it. If they were resistant, they now take normal damage. And if they would take normal damage, they are now vulnerable to the damage type taking double damage.
This effect lasts for 1 minute, and ends early if you move more than 10 feet away from the target or if you break your concentration.
You can use a bonus action on the start of your turn to change the elemental downgrade to a different element.
Flow like water
Starting at 3rd level when you take this subclass, you become harder to pin down. You have advantage on Dexterity saves against being grappled, as well as advantage on dexterity checks to escape grapples.
If a grapple attack against you fails, you can spend 1 ki point to either do one melee attack, or move 10 feet in any direction. This movement does not provoke opportunity attacks.
Mercurial Stance
Starting at 3rd level when you take this subclass, your reaction time becomes sharper and you are able to respond to enemy movement more fluidly.
As an action, you can take The Mercurial Stance to end your turn. Until the start of your next turn, you can use your reaction a number of times equal to you proficiency bonus + your wisdom modifier. During your Mercurial Stance you can choose for an attack roll against you, which does not have advantage, to automatically succeed regardless of your AC.
You can spend 1 ki point to enter this stance as a bonus action.
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