Base Class: Monk
The path of Miyagi-Do focuses on internal peace and helping others, especially the weak and defenseless.
The monastic tradition uses unorthodox training methods and life lessons to develop the students into leaders and productive members of the village and develop the martial skills necessary to venture out into the world and bring back knowledge to the village. The Miyagi-Do monks come from a small fishing village. The village and monastery all work together for the survival of the community. All the youth train at the monastery, where they learn skills, and get their education. They also fish, it is the life of the community. The monastery donates any excess of fish to those in need.
Superior Balance
This ability grants expertise in acrobatics.
This lesson requires you and your teacher to go near a large body of water. Typically, the ocean, at high tide. Once there, stand in the waves and kick while the waves are crashing against you. The goal is to learn to kick without falling. Once mastered, you stand on the prow of a boat that is being tossed by the waves and practice your balance.
Crane Technique
Level 3 Crane Kick: the monk expends 1 ki point to launch a devastating kick. The kick requires so much focus, that it is the only attack possible that turn. No bonus attacks will be possible. The attack is made with advantage and a strike delivers damage double damage. At level 11, the damage increases to triple damage, and at level 17 it can increase to quadruple damage.
The Crane Kick is one of Miyagi-Do's well-known techniques. To learn it, you must find a thin beam or post to stand on. You raise one leg up while raising your arms, imitating a crane with open wings. You flap your arms down and perform a standing jump front kick and land safely back on the beam or post. If you can do this without falling, you have mastered the technique.
Crane Kick
Crane Kick: the monk expends 1 ki point to launch a devastating kick. The kick requires so much focus, that it is the only attack possible that turn. No bonus attacks will be possible. The attack is made with advantage and a strike delivers double damage. At level 11, the damage increases to triple damage, and at level 17 it increases to quadruple damage
Healing Technique
Level 6 Healing Technique: the monk spends 3 ki points while channeling healing energy, the monk then touches someone to release the healing energy. (Cure wounds at 2nd level 2d8 + Wis Modifier)
Healing chi is generated when the Miyagi-Do student begins to rub his palms together creating friction and channeling the chi.
Drum Technique
Drum Technique: the monk spends 2 ki point as a reaction to avoid the strike by not being there. Add +5 to your AC for this reaction.
"Best way to avoid punch; not be there."
Mimicking a pellet drum, you learn to twist out of the way of incoming attacks in a manner like the pellets striking the drum. If done correctly, the strike will hit nothing but air.
Crushing Blow
Crushing Blow: the character can summon immense crushing strength into his hand. On a successful strike, he can shatter objects (snap spear shafts, crush stones, etc.), crush metal items, and cause 2d6 points of damage on an attack.
This requires great concentration, and no bonus actions may be taken during the round. You can increase the strike’s damage by spending ki points.
Each point you spend, to a maximum of 5, increases the damage by 2d6.
The Monk strikes a hard object, such as a piece of stone or a log until he develops the proper technique to shatter items, or bones.
Miyagi-Do Kata Throw
Level 17 Miyagi-Do Kata Throw: the monk begins the series of movements, building power, until he is attacked. The character uses his turn to, in essence, ready an action. The next time the character is attacked, he releases the ki power. Using leverage and his opponent's momentum, the character can throw his enemy a great distance.
This maneuver interrupts his opponent’s turn and a normal to hit roll must be made.
If the victim is stationary, the character can throw him one foot per level. If the victim is charging the character, the distance thrown is six feet plus one foot per level. The victim suffers 10d6 damage and the victim must make a CON save or be stunned (condition) until they make a successful CON save at the beginning of each of their turns.
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