Base Class: Monk
Starting when you choose this tradition at 3rd level, you can manipulate your own ki through Marks that manifest on your body. At 3rd level when you pick this subclass you master three of five stances available at third level. Each Mark is associated with it’s own stance. Once you have mastered a stance the ki within your body marks your skin. Entering a Marked Stance takes one bonus action on your turn and starts its effects immediately after entering your stance. You can only enter a new stance after reverting your body’s ki into a neutral stance if you are currently using a stance. Reverting to a neutral stance takes one bonus action.
Everytime you lose hit points, not temporary hit points, you must make a Wisdom Saving throw of either 10 DC or the damage taken whichever is higher. Passing the saving throw maintains the stance, however not passing the saving throw reverts you back to a neutral stance. Spending one ki point as a reaction automatically saves to maintain the stance but can only be done instead of a saving throw and not after one is rolled.
The First Marks
The First Marks
The Serpent’s Step
While prone, you can move your full movement speed along vertical surfaces and ceilings.
The Reach of Hadar
Your reach for grappling creatures extends by 10 ft, and you count as one size larger for grappling while using this stance.
The Eyes of Murdock
While your eyes are closed, this stance grants you blindsight of a 45 ft radius and advantage on all perception checks not reliant on sight. Opening your eyes immediately reverts you back to a neutral stance.
The Eternal Storm
The next time you take Fire, Cold, or Lightning damage while using this stance, you instead heal d4 times your monk level in temporary hit points. Reverting to a neutral stance removes all temporary hit points.
The Bountiful Everlasting
When you use a monk weapon or unarmed strike on a creature while in this stance, deal an equal amount of force damage dealt to the first target to a creature within 5 ft of the targeted creature, but at least 10 ft away from you.
Starting when you choose this tradition at 3rd level, you can manipulate your own ki through Marks that manifest on your body. At 3rd level when you pick this subclass you master three of five stances available at third level. Each Mark is associated with it’s own stance. Once you have mastered a stance the ki within your body marks your skin. Entering a Marked Stance takes one bonus action on your turn and starts its effects immediately after entering your stance. You can only enter a new stance after reverting your body’s ki into a neutral stance if you are currently using a stance. Reverting to a neutral stance takes one bonus action.
Every time you lose hit points, not temporary hit points, you must make a (DC {{savedc:wis}}) throw of either 10 DC or the damage taken whichever is higher. Passing the saving throw maintains the stance, however not passing the saving throw reverts you back to a neutral stance. Spending one ki point as a reaction automatically saves to maintain the stance but can only be done instead of a saving throw and not after one is rolled.
The Dan, Tyrant Destroying Fist
The Dan’s Marks
The Harvesting Scorpion
While using this Mark, stunning a creature with Stunning Strike restores one ki point to yourself. If a creature you stun with Stunning Strike dies or becomes unconscious before the start of your next turn restore a second ki point to yourself.
The Ogre’s Might
With this Marked Stance use your Wisdom score to replace your Strength score for all ability checks, Strength Saves, and melee weapon attacks. If taking damage results in a Strength Saving throw, roll your Wisdom Save to maintain your Marked Stance after rolling your Strength Saving Throw.
World Ender’s Typhoon
When you are in the open air without sturdy ceilings or walls, you can use this stance to cast the spell Investiture of Wind using your Wisdom for spell casting. You can do this a number of times equal to your Wisdom modifier every short or long rest.
The Emperor’s Chalice
The next liquid you drink while using this stance becomes a Potion of Fire Breath. The liquid only changes when it reaches your stomach. The effects of Potion of Fire Breath end if you change your stance. If the liquid you drink does a type of damage, deal that damage type instead of fire.
At 6th level, you gain the ability to spend a ki point to change your current stance as a bonus action without reverting to a neutral stance. You also can now master up to six Marks at 6th level, and have the potential to learn stances only mastered by The Dan.
The Tenth Grau, Greater Heaven’s Might
Beginning at 11th level, you have mastered every stance and can use the effects of two stances at once by spending three ki points. You now have advantage for saves on maintaining your current stance.
Grandmaster
At 17th level, you become enlightened and can imbue the effects of your Marks to other willing creatures up to an equal number of your monk level for up to one hour. You can use this feature once per short or long rest.
Previous Versions
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