Base Class: Monk
Members of this tribe are Masters of Keeping an enemy Confused and Guessing able to both out speed and surprise their enemies, they use Lightweight rings to Attack their enemies from all angles using the special material to create shockwaves.
Level 3: Rings
You Gain a set of Two Golden Rings to put around your wrists as a Symbol of your Tribe
Melee. You gain an attack with your rings equal to 1d4+ your strength modifier (this attack replaces your unarmed strike)
Ranged. You can throw one of your rings to deal 1d4 damage per bounce (calculated as an extra two rolls of your D20 against the AC) the rings have a range of 15 ft and can hit multiple enemies if they are within 15 ft of each other, they can also hit the same enemy if they are in a room with walls fifteen feet of each other if the first attack misses bounces cannot occur if the roll is between 1-3 your ring does not bounce back to you, you must choose targets for attack before rolling for bounces.
Cartographers insight
you are amazing at remembering landmarks and points of interests in the terrain giving you proficiency to perception and survival while also allowing you to make high quality maps to sell.
Level 6: Clang
Clang. You gain the ability to smash the rings on your wrists together to make a sound capable of stunning enemies (if you have two or more rings on you) when you do you stun anything within a 10 ft radius unless they make a DC 12 Dexterity saving throw until the end of their next turn they also take 1d6 damage. can be used up to three times between long rests.
Level 11: Fleet Step
When you take a Bonus Action other than Step of the Wind, you can also use Step of the Wind immediately after that Bonus Action.
Level 17: Quivering Palm
You gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an Unarmed Strike, you can expend 4 Focus Points to start these imperceptible vibrations, which last for a number of days equal to your Monk level. The vibrations are harmless unless you take an action to end them. Alternatively, when you take the Attack action on your turn, you can forgo one of the attacks to end the vibrations. To end them, you and the target must be on the same plane of existence. When you end them, the target must make a Constitution saving throw, taking 10d12 Force damage on a failed save or half as much damage on a successful one.
You can have only one creature under the effect of this feature at a time. You can end the vibrations harmlessly (no action required).
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