Base Class: Monk
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Bladecatch
Starting when you choose this tradition at 3rd level, you may make the air around attacks against you solid, allowing you to deflect and even catch blades, clubs and other killing implements. As a reaction against a melee attack, you may add 3 to your AC before you know the attack roll. If your new AC exceeds the attack roll, you may, if you wish, spend 2 ki points to attempt to disarm your opponent. The opponent must make a Strength saving throw equal to 8 + your Wisdom modifier + your proficiency bonus, or they are disarmed and the weapon is discarded 5 feet behind you. You may use this feature a number of times equal to your Wisdom modifier, and you regain all uses at the end of a long rest.
Pillar of Air
At 6th level, you begin to understand not just how you can manipulate the particles that you are in contact with, but also particles that are far away. When you perform an Unarmed Strike, you may treat your reach as 10 feet.
This increases to 15 feet at 11th level, and 20 feet at 17th level.
Mindlock
At 11th level, you learn how to link your mind and body with those of others, and influence them through you. As a bonus action, you may spend 4 ki points and choose up to 3 creatures within 60 feet. You and every creature you chose are automatically affected as if the spell Hold Monster were cast on them (save 8+ your Wisdom modifier + your proficiency bonus) and you automatically fail the save. You concentrate on the feature, and it automatically ends if you lose concentration or if a minute passes. You may use this feature once per long rest.
Connected Battlefield
At 17th level, you become able to link your immediate surroundings to each other with increasing ease. You gain blindsight to 30 feet and the ability to perform your Unarmed Strikes through walls. Your Unarmed Strikes also disregard shields and artificial armour.
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