Monk
Base Class: Monk

The Nico Disciple is a monastic tradition inspired by the formidable combat style of Nico Tokita. Nico Disciples are martial artists who have mastered the art of the Nico Style, focusing on precise and devastating techniques known as Katas. In order to train, they usually enter meditation-like state and perform fights in their mind, but thanks to Nico's instructions, their body is also affected by the 'Imaginary Combat'. Through that training, they learn to harness the power of Water, Fire, Adamantine, and Redirection Katas, allowing them to adapt to various combat situations and unleash powerful strikes.

Nico Katas

At 3rd level, Nico Disciples learn the foundational Katas of the Nico Style: Water, Fire, Adamantine, and Redirection. They can spend Ki points to activate these Katas, gaining unique benefits and abilities that enhance their combat prowess. Whether flowing gracefully through difficult terrain, delivering fiery strikes, becoming resistant to damage, or redirecting attacks, Nico Disciples adapt to the needs of the moment. Activating a Kata costs 1 Ki point and a bonus action. Each Kata effect lasts for 1 minute outside of combat and 30 seconds during combat, or until you dismiss it as a bonus action or are incapacitated:

  • Water Kata: Gain advantage on Acrobatics checks, and you can move through difficult terrain without penalty. You can also spend 1 Ki point to dash or disengage as a bonus action during your turn.

  • Fire Kata: Your Flurry of Blows, deals additional fire damage equal to your Wisdom modifier. Spend 1 Ki point to make an additional unarmed strike as a part of Flurry of Blows during your turn.

  • Adamantine Kata: Gain resistance to non-magical bludgeoning, piercing, and slashing damage while the Kata is active. Spend 1 Ki point to deal additional damage equal to your Monk level with your next unarmed strike. (Resistance is applicable to magical damage at 6th level to bludgeoning, slashing and piercing.)

  • Redirection Kata: You can use your reaction to redirect an attack that hits you, choosing a new target within 5 feet of you. The attacker must make a new attack roll against the new target.

Kata Combinations

You've learned how to combine Katas for more potent effects learning new techniques. When you have one Kata active, you can spend 1 Ki point to immidiately activate another Kata resulting in combo-technique, the effect of secondary Kata is dismissed right afterwards. You can now also change active Kata using 1 Ki point to switch active one for another. For example: you have Fire Kata active at the same time, using a Ki point you can switch it with Redirection, Water or Adamantine Kata.

a) Adamantine Kata + Fire Kata = Flashing Steel

  • While channeling the unyielding power of Adamantine and the fiery energy of Fire, you execute the Flashing Steel technique. When targeted by a melee attack, you can use your reaction to perform a counter-attack as if it were an unarmed strike. The opponent must make a Constitution saving throw (DC = 8 + your Wisdom modifier + your proficiency bonus). If they fail, their attack is canceled, and their attack action is wasted (the target must be Large or smaller).

b) Water Kata + Redirection Kata = Weeping Willow

  •  Merging the fluid grace of Water with the evasive nature of Redirection, you embody the Weeping Willow technique. When an opponent targets you with a melee attack, you can use your reaction to flow like a willow in the wind. You can move up to 10 feet in any direction, causing the attack to miss. This movement doesn't provoke opportunity attacks.

c) Fire Kata + Water Kata = Blazing Tide

  • By combining the ferocity of Fire and the fluidity of Water, you create the Blazing Tide technique. This unarmed strike deals extra 1d4 + your Wisdom modifier, fire damage, and you can choose to push the target up to 10 feet away after a successful hit. The target must succeed on a Strength saving throw (DC = 8 + your Wisdom modifier + your proficiency bonus) or be pushed back.

d) Redirection Kata + Fire Kata = Wildfire

  • With the Wildfire technique, you combine the principles of redirection and fiery prowess. When targeted by a melee attack, you can use your reaction to redirect a portion of the attack's force, causing it to glance harmlessly aside. The attacker still makes their attack, but you gain resistance to the damage from the attack. In addition, the attacker takes minor fire damage equal to your Wisdom modifier as their attack is partially deflected.

The Debt Techinque

With "The Debt" technique, you push your body beyond its limits, seeking unmatched strength and resilience. While under the effects of "The Debt," you gain a bonus to your attack and damage rolls equal to your Strength modifier. When you take the Attack action, you can make one additional unarmed strike as part of the same action. If you drop to 0 hit points but are not outright killed while "The Debt" is active, you drop to 1 hit point instead. This effect can occur only once per use of "The Debt." You can use "The Debt" a number of times equal to your proficiency bonus divided by 2. The benefits of "The Debt" last for 1 minute, after which you gain 2 points of exhaustion.

Demon's Bane Counter

At 17th level, you've mastered the ultimate counter technique, "Demon's Bane". When you are targeted by a melee attack, you can spend 6 Ki points to activate rest of the remaining Katas (Water, Fire, Adamantine, and/or Redirection), to use your reaction to unleash the full power of the Katas in a counterattack. The attacker must make a Dexterity saving throw with a DC of 8 + your Wisdom modifier + your proficiency bonus. On a failed save, they suffer the full damage of their own attack, as well as additional damage equal to your Monk level. On a successful save, they take half damage. This feature can be used a number of times equal to 1/3 your proficiency bonus and regains all expended uses after a long rest.

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