Monk
Base Class: Monk

Monks that practice the way of the chi blocking know the weak points of the body and can hit pressure points on an opponent to strip them of their strength.

Pressure Points

When you choose this tradition at 3rd level, you begin to learn the secrets of hitting pressure points on 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. if you make multiple attacks against the same target, it must make a Constitution saving throw against each successful hit.  On a failed save, you can impose one of the following effects on that target, which lasts until the beginning of your next turn:

Clavicle: The creature will drop any items in hand and will have a disadvantage on attack rolls.

Thigh: The creature will not be able to dash/disengage.

Back: The creature's movement speed is halved. 

Occiput: The creature will take 1d15 of extra damage. This will increase every 3 levels.

This will only apply if the opponent is wearing not heavy armor.

Cutting-Edge Precision

You may expend 1 ki point to toss your opponent over your shoulder when blocking, knocking them prone. You may also choose to use your dexterity mod when blocking instead of strength. 

Unequal Grounds

You may expend 1 ki point to dislocate your opponent's bones on your next attack, adding 1d15 damage on top of one of the following effects:

Jaw: Your opponent cannot speak and therefore cannot cast verbal spells until it succeeds a dexterity saving throw.

Ankle: Your opponent cannot move and cannot dodge or resist conditions until it succeeds a dexterity saving throw.

Bones can only be relocated as actions.

Prepared Physique

At 6th level, you learn to brace your body for incoming impact.
As a reaction, you can spend 1 ki point to increase your AC by 5 until your next turn.

Moving Through the Gates

 At 11th level, you learn to move like a leaf in the wind. You may spend 5 ki points to dodge the next attacks equal to a 1d6.

Equalist's Armaments

At level 15, you create a shock glove that creates blue lightning dealing 1d15 lightning damage. It can be charged for up to 

Blue - 0 rounds, 1d20 lightning damage.

Green - 1 round, 2d20 lightning damage.

Yellow - 2 rounds, 3d20 lightning damage.

Orange - 3 rounds, 4d20 lightning damage.

Red - 4 rounds, 5d20 lightning damage.

Pink - 5 rounds, 6d20 lightning damage.

Purple - 6 rounds, 7d20 lightning damage.

Black - 7 rounds, 8d20 lightning damage.

 

 

 

Crippling Vibration

 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 reduce their current health by half for a number of rounds equal to a 1d4.

Butchered Lobotomy

You may expend 5 ki points to pose a strength check on your opponent. On a fail, you permanently give an opponent disadvantage on attack rolls and checks. On top of losing 5 intelligence. This will also deal the damage of an occiput strike from Pressure Points.

Previous Versions

Name Date Modified Views Adds Version Actions
8/31/2020 2:55:56 PM
8
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5e
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8/31/2020 10:56:50 PM
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12/1/2020 2:56:26 AM
25
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