Monk
Base Class: Monk

The way of the merciful palm is a path of pacifism, well, as close as can come to it in a place like this. You focus on non lethal ways to dispatch your enemies, using their own strengths against them, seeking out their weaknesses and separating them from each other. Most monks of this tradition work to support their fellow party members by controlling the area and disabling or weakening the enemy however, they are more than capable warriors themselves and if they so choose they can take a life just as well as the next adventurer.

Implements of Mercy

3rd-level Way of Mercy feature

You gain proficiency in the Insight and Medicine skills, and you gain proficiency with the herbalism kit. You also gain a special mask, which you often wear when using the features of this subclass. You determine its appearance, or generate it randomly by rolling on the Merciful Mask table.

Merciful Mask
d6 Mask Appearance
1 Raven
2 Blank and white
3 Crying visage
4 Laughing visage
5 Skull
6 Butterfly

Momentum

Beginning at 3rd level, if an enemy is attacking you through movement (eg. punch, shove, kick, charge, grapple) you can, as a reaction, expend 1 ki point to redirect their momentum, dodging the attack and follow up with an unarmed attack of your own. If you so choose, this can knock the enemy 5ft in any direction outwards from yourself.

Pressure Points

Beginning at 6th level, you may expend 3 ki points to find the pressure point of an enemy within 5 feet of you, paralyzing the enemy for their next turn. At levels 7, 11, 15 and 19 the enemy is paralyzed for an additional turn, the enemy can make a wisdom saving throw at the end of it’s turn to attempt to overcome the paralysis.

Chakra Block

Beginning at 11th level, you can expend 5 ki points to block your enemy’s chakra. Every person’s body contains seven chakra, each with its own purpose that you can manipulate through your mastery of key points in the body. Each time you use this ability you can choose one of seven chakra to block, applying a debuff or dealing damage:

  • Muladhara (Spine): Cut the connection between the brain and the body, the target will pick a target at random to attack for its next 3 turns, at the end of each turn it can make a wisdom saving throw to try and overcome this effect.
  • Svadhishthana (Sexual Organs): You sap the creature of all its confidence for the next 3 turns, before each turn if it fails a wisdom saving throw it will attempt to flee from combat.
  • Manipura (Stomach): Poison the target for 3 turns, dealing 2 martial arts dice of poison damage per turn, if the target doesn’t succeed in a constitution saving throw each turn they will instead spend the turn incapacitated, throwing up.
  • Anahata (Heart): Stop the target’s heart, instantly deal 6 martial arts dice of lethal piercing damage.
  • Vishuddha (Throat): Seal the target’s throat, deal 3 martial arts dice of necrotic damage for 3 turns, this also prevents the creature from making any sound vocally or speaking.
  • Ajna (Third Eye): Sever the target’s connection to god, they cannot Lie for the next 3 turns.
  • Sahasrara (Crown): You instantaneously make the target aware of the futility of its own existence, inflict frightened and prone to the creature for 3 turns.

Open Soul

Beginning at 17th level, you have mastered the self and opened your mind and body to the universe.

You cannot be inflicted with any condition you do not consent to, excluding grappled, prone or restrained. You cannot be poisoned or intoxicated. If you are reduced to zero hit points you will instead be reduced to 1 hit point, this applies once per long rest. You cannot be choked, restrained by the neck or silenced. You gain a +2 to any Lying checks. You are assured of your own place in the universe and have immunity against deception checks and persuasion checks involving seduction.

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