Monk
Base Class: Monk

A set of Fluid Martial Arts that focuses on timing strikes when your opponent attacks. This way focuses on using reactions to deflect and counter enemy attacks.
Speed is key, Years have been spend learning to get the best timing to intercede.

This tradition gives you 1 reaction per your wisdom modifier.

Reactive Strike

(version 3)
Starting when you choose this tradition at 3rd level, you can sense enemy’s ki allowing you to strike at the opportune moment. You gain 1 additional reaction equal to your wisdom modifier per turn.

Whenever you are attacked by a melee attack, you can counter with a strike of your own.

Whenever you are hit with a melee attack the opponent makes a Dexterity save with DC (10+half your monk level). On a fail they take bludgeoning damage equal to your Unarmed Strike and and their attack is halted. On a pass they attack as normal and take no damage.

Disarm
When you take this reaction You can expend 1 ki point to force your opponent to make a Strength saving throw with a DC of 10+(half your monk level). On a failed save your opponent drops an item in their hand. Two handed weapons roll at advantage.

Flow like Water

At 6th level, you gain the ability to reflect damaging spells with your ki.

When a Damaging spell that targets you directly;

  • If its just does damage you can use 1 reaction and 1 ki point to deflect the attack away only suffering half damage. you can expend a further ki point to do half the damage to the caster.
  • If it asks you to make a saving throw you can use 1 reaction and 1 ki point to allow you to avoid all damage on a successful save or half damage on a fail. On a success, you can expend a further ki point to do half the damage you would of took to the caster.
  • If it has an added condition effect you can expend a further ki point to negate it. ie(blindness or stun)

When a damaging spell that targets an area would hit you;

  • If its just does damage you can use 1 reaction and 2 ki points to deflect the worst of the spell away making everyone in a 5ft radius of you, only suffer half damage. you can expend a further 2 ki points to do half the damage to the caster.
  • If it asks you to make a saving throw you can use 1 reaction and 2 ki points to allow everyone in a 5ft radius to avoid all damage on a successful save (half on a fail). you can expend a further 2 ki points to do half the damage you would of taken to the caster.
  • If it has an added condition effect you can expend a further ki point to negate it. ie(blindness or stun)
  • You can increase the radius of this protection by expending 2 ki points per additional 5ft.

Lightning Quick

Beginning at 11th level, you can enter a special mode that make time almost seem to slow down.
Once per short rest you can cast Haste on yourself. As such you gain advantage on Dexterity saves and checks.

Shockwave Strike

At 17th level, you gain the ability to create a shock wave of Ki. When you hit a creature with melee attack, you can spend 3 ki points to send a shockwave of Ki from your body into the target. When you use this ability, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 Force damage and they are moved 1 foot per the amount of damage done (to the nearest 5ft, or until they hit something). You can use this ability once per short rest.

Previous Versions

Name Date Modified Views Adds Version Actions
7/27/2019 8:18:30 PM
86
2
1
Coming Soon
8/5/2019 9:02:13 AM
121
2
1.5
Coming Soon
6/25/2020 8:21:49 PM
283
14
2
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes