Base Class: Monk
You have trained yourself to the point where no one can move you unless you let them. You have built up positions where no matter how hard you are pushed, you simply wont budge. you cannot be pushed by any creatures size large or smaller. Additionally, any creature of a size higher than Large has disadvantage to the athletics check made to push you backwards, and you cannot be pushed back through other non magical means. While standing still you gain buffs, such as Ki attacks costing less Ki to use, as well being usable at more times. When you pick this monastic tradition at level 3 you gain access to the Combat Focus Feature as well as the Experienced Grappler Feature in the Path of the Ansatsuken. You also gain access to 3 new Ki attacks. These attacks can be used as an action, or any time you could use a Flurry of Blows. Additionally if you haven't moved for 2 or more rounds you can use one of these attacks instead of the second hit from a flurry of blows.
Experienced Grappler
Due to your training and having traveled the world, your history with dealing with bar brawls and back alley fights, you have learned how to throw people effectively. You gain proficiency in the athletics skill, additionally, when you succeed in grappling someone, as a bonus action you may choose to throw them from the grapple sending them 5 ft forwards, and they take damage equal to your martial arts dice.
Combat Focus
After having spent most of your life fighting for long periods of time, you have learned how to harness Ki from the environment even while fighting, turning each strike into part of your training to regain Ki points. Whenever you hit an opponent 2 times in a row, you gain 1 Ki point back, the amount regained goes up to 2 at 11th level The amount of Ki you can gain per short initiative is equal to your proficiency bonus, this limit goes up to double your proficiency bonus at 11th level. If you spent Ki points to attack, you cannot Regain Ki points with that attack, for example if you hit once with a normal attack, then again with a flurry of blows, flurry of blows does not count towards your hit count, unless otherwise explicitly specified. If you attack once and hit, attack again and miss, then attack again and hit then it does not gain you Ki points as it was not twice in a row. the same goes for if you take damage between 2 attacks.
Special Ki Attacks
You have learned how to expend your Ki from different parts of your body, creating deadly attacks that can catch anyone off guard. You gain access to these 2 Ki attacks;
Sonic Boom
You bring your hands forward in almost a clapping motion as they cross over the others forearms, using the motion to shape a thin fast blade of Ki that travels in a straight line towards your opponents. As an action or any time you can use a flurry of blows you can spend 1 Ki point to use this Special Ki Attack. You can also do this attack instead of the second hit from a flurry of blows if you have not moved for 2 or more turns. When you use this attack, make a ranged spell attack using wisdom as your casting modifier. This attack does not have disadvantage if an enemy is within 5ft of you so long as you have not moved for 2 or more turns. It deals damage equal to your martial arts die plus your wisdom modifier and has a range of 60 ft. (for example as a 3rd level monk it deals 1d4+your wisdom modifier)
Flash Kick
You crouch down, preparing to flip back as you kick upwards, extending Ki from the bottom of your foot in a blade like form, and catching your opponent off guard and sending them flying backwards. As an action or any time you can use a flurry of blows you can spend 2 Ki points to use this Special Ki Attack. You can also do this attack instead of the second hit from a flurry of blows if you have not moved for 2 or more turns. When you use this Special Ki Attack, make an unarmed strike against an opponent with 5 ft of you. This attack deals damage equal to your martial arts dice + your strength modifier. If this attack hits and you haven't moved for 3 turns so long as the hit creature is no more than 1 size category larger than you then it is knocked back 5 ft and prone.
EX Ki Manipulation
You have learned an even stronger version of your Ki manipulation over time. At the cost of more Ki, they are more powerful and have extra effects. You gain access to these 2 EX Ki Attacks;
EX Sonic Boom
As an action or anytime you could use a flurry of blows you may spend 3 Ki points to perform this EX Ki Attack. Additionally, you may also do this attack instead of the second hit from a flurry of blows if you have not moved for 2 or more turns. When you use this EX Ki Attack, make a ranged attack with a range of 60 ft. Use wisdom as your casting modifier. This attack deals thunder damage equal to twice your martial arts die plus your wisdom modifier. On a hit the target is pushed 10 ft back and must make a strength saving throw or be knocked prone (DC = 8 + your wisdom modifier + your proficiency bonus)
EX Flash Kick
As an action or any time you could use a flurry of blows you may spend 4 Ki points to perform this EX Ki Attack. Additionally, you may also do this attack instead of the second hit from a flurry of blows if you have not moved for 2 or more turns. When you use this EX Ki Attack, make an unarmed strike against an opponent. This attack deals slashing damage equal to three times your martial arts dice plus your strength or dexterity modifier. The hit creature is pushed 10 ft back and knocked prone.
Perfect Defense
You have the capability to block or deflect any physical attack that comes your way, when you do so you reduce the damage by 1d12 + your dexterity modifier + your monk level. If the damage is reduced to 0, during the same reaction you can spend 1 Ki point to make an unarmed strike at the same opponent that just hit you. (This attack does not count towards one of the 2 attacks made to regain Ki points through the Combat Focus feature)
Special Maneuvers: Experienced Ki Maneuvers
You have learned how to utilize special maneuvers that grant special attacks or benefits. These can provide additional damage, attacks, or benefits. Once per turn. immediately after you hit an enemy with an attack you can use one of the following maneuvers. This requires no action.
Experienced Ki Maneuvers
When you choose this set of Special Maneuvers you gain access to the Dive Sonic Special Maneuver and the Sonic Blade Special Maneuver
-Dive Sonic
You jump forwards 10 feet while throwing a Sonic Boom angled slightly downwards. Due to the angling it has a reduced range of only 30 ft. When moving this way, it is not counted for the purposes of Sonic Boom movement restrictions or anything similar.
-Sonic Blade
You reach back to make the motion for your sonic boom, but this one stays in place. This Sonic Blade takes up a 5x5 foot area directly in front of you, any creatures within the space take damage equal to 1 roll of your martial arts dice + your wisdom modifier both when the blade appears as well as at the beginning of their turn. the Sonic Blade stays in place until the end of your next turn. Additionally, the next time you use your Sonic Boom or EX Sonic Boom Ki attack, it deals an extra roll of your martial arts dice + your wisdom modifier in slashing damage and gets rid of the Sonic Blade.
Super Ki Manipulation
You have mastered the art of Ki manipulation, to the point that you are able to perform extremely powerful versions of your special Ki attacks. These attacks are so powerful that they will send any opponent reeling back prone and weak. As an action or anytime you could use a flurry of blows you can spend Ki points to perform one of the following Ki Attacks. Additionally so long as you have not moved for 3 or more turns you can replace the second unarmed strike in flurry of blows with one of the following Ki Attacks;
Sonic Hurricane
You reach your arms back behind you, charging Ki inside of them around your fists before sending a blast of spiraling Ki right in front of you, creating a loud boom as you do it that reaches out to 300 ft. At the cost of 5 Ki points you shoot a Blast of spiraling Ki into a 15x15 ft square in front of you. All creatures within the blast both when it appears and at the beginning of their turn take damage equal to 3 rolls of your martial arts dice in thunder damage. All creatures still in the space when the Sonic Hurricane disappears are pushed 15 feet directly back and knocked prone.
Super Flash Kick
You crouch down preparing for a flash kick, but as you rise up and kick for the first time, you spend even more Ki To propel yourself and keep spinning performing 3 more flash kick motions in the air, as you rise 20 ft up into the air. At the cost of 6 Ki you make an unarmed strike against a creature. On a hit, it deals damage equal to 4 times your martial arts dice and the hit creature is knocked 10 ft back and prone.
Ki Triggers: Experienced Ki Triggers
You have learned ways to activate and sometimes maintain Ki manipulation triggers. These can apply temporary buffs or provide strategic advantages depending on which Ki Maneuver set you chose. If you chose the Experienced Ki Maneuvers Then you gain access to the Sonic Puncher and Knifes Edge Ki Triggers. At any time you could use your Ki Maneuvers you can activate one of your Ki Triggers. You can only have one Ki trigger active at a time, and it lasts a number of turns equal to your wisdom modifier. You can only use Your Ki triggers a total number of times equal to half of your proficiency modifier.
Sonic Puncher
While in this Ki Trigger all Sonic Boom and EX Sonic Boom Ki attacks you use deal additional damage equal to your proficiency bonus. Additionally, immediately after any time you use a Sonic Boom or EX Sonic Boom, make an additional ranged attack against the same target. This attack requires no action and happens automatically, and it deals damage equal to one roll of your martial arts dice + your wisdom modifier.
Knifes Edge
While in this Ki Trigger all Flash Kick, EX Flash Kick, and Super Flash Kick Ki Attacks you use deal additional damage equal to your proficiency bonus. Additionally, immediately after any time you use the Flash Kick Ki Attack, Make a ranged attack against the same target. This attack does not have disadvantage if you are within 5 ft of an enemy and deals damage equa to one roll of your martial arts dice.
Ki Trigger Supers: Experienced Ki Triggers
You have learned advanced ways to improve your supers using the power from your Ki maneuvers. When you activate either of your Ki Maneuvers or at any time you could use a normal super Ki Attack, you may instead use one of the Ki Trigger Supers. You can only use one Ki Trigger super per turn. If you chose the Experienced Ki Maneuvers Then you gain access to the Sonic Tempest and Crossfire Blitz Super Ki attacks while either of your Ki triggers are active, and you may use them immediately after activating your Ki triggers:
Sonic Tempest
You launch forward a massive wave of Ki energy that makes a thunderous boom that reaches out 600 ft. When you perform your Sonic Hurricane Ki attack, you may instead spend 2 additional Ki points to perform Sonic tempest. The creatures inside have disadvantage to the saving throw, and take an increased 6 rolls of your martial arts dice in damage. The size of the tempest is also improved to a 20x20 ft square.
Crossfire Blitz
You advance forward delivering a series of blows while still keeping concentration. When you use this Super Ki Attack at the cost of 6 Ki points you may move forwards up to 15 ft. Make an unarmed strike against your opponent, this attack deals damage equal to 7 rolls of your martial arts dice plus your strength or dexterity modifier.
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