Base Class: Monk
These monks train for years to make their skin as tough as the unique metal that grows near their temple, the metal seeps into all the plant life including the trees giving them a metallic blue hew to the color of their leaves, in turn all plants and trees are as tough as the steel, people have also been known to occasionally stub their toes on the grass if they’re not wearing the proper footwear. The people of Terra Solis were only able to harvest the ore from this land when the monks were given The Dwarven Triad by Virtūs. The monks train by striking the trees 1000 times every day before they eat.
Steel Skin.
As a reaction you can attempt to take a stance and brace yourself to weather any attacks against yourself, this provides a +5 bonus to your AC for 1 round. You may use this ability 3 times per long rest.
Steel Combat
When using either your unarmed strike, or Monk weapons, on a crit, the target of your attack must make a constitution save or be stunned for one round.
Patience And Conditioning.
If you land a critical hit on a creature, you can regain 1D4 +1 Ki point, if the total would exceed your max ki points, you do not gain more than your maximum.
Seismic Strike.
Starting at level 6, as an action, you strike the ground causing a seismic event. The ground around you within a 5 ft radius becomes Difficult Terrain for 1 hour. Before making the attack you can choose to spend any number of Ki points to increase the radius by an additional 5 ft per Ki point. Any creatures and constructs within the radius must make a DEX save, the DC is 16. All creatures and constructs that fail their save take damage equal to your martial arts die + your STR modifier + your CON modifier and are knocked prone. On a successful save they are not knocked prone.
Focus and Meditation.
Starting at level 11, once per long rest, you can spend your turn to enter meditation, during this time, the rules of a concentration spell apply; the constitution save to maintain concentration is half the damage you would take or 10 if higher. If you maintain your concentration for one whole round you can roll your martial arts die +2 and regain that many Ki points.
Crippling Attack.
At level 17 you can spend 3 Ki points to use your attack action to target one of a creature with a shockwave of your Ki, the target must make a constitution saving throw against your Ki save. On a failed save all of their speed types are halved.
Each round, on their turn, the target creature can make another save attempt; for every round they fail the save their speed remains reduced.
Inner Peace.
Do not use before level TWO ONE (T); this was aded at level 17 so it could be reassessed on this website with the Monk class.
as a bonus action you can quiet your mind to gain the following benefits
- All crits from non magical attacks are treated as normal attacks. If you are hit, the attacker takes a quarter of the damage they deal.
- You are immune to the charmed and frightened condition.
- You have advantage on wisdom and charisma saving throws.
- You have resistance to bludgeoning, piercing, and slashing damage.
Your Inner Peace lasts for 1 minute, it ends early if you are knocked unconscious, you may also choose to end it early as a bonus action.
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