Monk
Base Class: Monk

Monks that practice the way of the chi blocker prime their bodies and minds to align with the cosmic energy of the universe. A chi blocker feels chi supernaturally as it flows through every living thing, and can hit pressure points on an opponent to sever that enemy’s connection with its own chi flow. This ability makes chi blockers highly dangerous opponents to lacers of any element.

Pressure Points

When you choose this tradition at 3rd level, you begin to learn the secrets of hitting pressure points in your enemies, disabling them. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, it must make a Constitution saving throw. On a failed save, you can impose one of the following effects on that target, which lasts until the beginning of your next turn. If you make multiple attacks against the same target, it must make a Constitution saving throw against each successful hit. If it fails multiple saving throws, you can choose one of the following effects for each attack (you cannot choose the same effect more than once).

  • Attack. If the creature makes an attack roll, it does so with disadvantage.
  • Forms and Spells. If the creature initiates a lacing form or casts a spell that requires its targets to make a saving throw, all targets make the saving throw with advantage.
  • Saving Throws. If the creature is subject to a Strength or Dexterity saving throw, it has disadvantage on the roll.

Chi Blocking

By 6th level, you've begun to learn about how to block the chi flow in creatures. When you hit another creature which is not wearing heavy armour with an unarmed attack, you can spend 2 ki points to attempt to ki block it. The target must make a Constitution saving throw. On a failed save, the target suffers the following penalty for a number of rounds equal to your Wisdom modifier:

Bending: When your opponents Chi is blocked, they lose the ability to bend their element and lose access to the spells they can cast.

If you specify where you want to block the opponents chi, you can block different actions

Leg: Your opponent can no longer take the dash/disengage action and have half their movement speed

Arm: Your opponent will have disadvantage on their attack roles and can no longer take the help/ready action

Keen Agility

At 11th level, you gain proficiency in Strength (Athletics) and Dexterity (Acrobatics) skill checks. If you already have proficiency in either of these skills, you instead add double your proficiency bonus when you make such a check.

Paralyzing Strike

Beginning at 17th level, you can strike an opponent's vital spots to put them out of commission. When you hit a creature which is not wearing heavy armor with an unarmed attack, you can spend 3 ki points to attempt a paralyzing strike. The target must succeed on a Constitution saving throw or become paralyzed for 1d4 rounds and knocked prone

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