Base Class: Monk
Monks who train in this Technique master a set of attacks that are patterned to interrupt an opponent's offense, offset their balance, and finally break their defense. However, this turned out to be only partially right. The Dance of Four Guardians goal is to create an unnatural flow of wind around the user's body and direct it to create an unblockable air blast.
Black Tortoise Fist
1st Stance:
Black Tortoise Fist is the first stance of the Dance of Four Guardians set of techniques. It is a technique that uses a powerful punch to interrupt the opponent's offense. It can also create a shockwave that knocks back surrounding enemies.
As an action you can spend 1 Ki point to interrupt your opponents offense, by throwing a powerful punch that will create a shockwave that knocks back your opponent forcing them to roll a STR save. On a failed save they are launched 10ft back and cannot take the attack action on their next turn. On a successful save they stay where they are but still cannot take the attack action on their next turn.( you cannot use this technique with your flurry of blows ability).
Vermillion Bird
2nd Stance:
Vermilion Bird the second stance of Dance of Four Guardians sets of techniques. It offsets the balance of an opponent by kicking the ground to send a powerful shockwave through it.
By spending 2 Ki points as an action you can kick the ground and send shockwaves through it in a 15 ft cone in front of you to offset the balance of your opponents. Anyone in the 15ft cone must make a Dex saving throw. On a failed save they have disadvantage on the next attack they make. On a successful save nothing happens.
White Tiger
3rd Stance: White Tiger is the third stance of Dance of Four Guardians set of techniques. It is a combo of punches and kicks that penetrates an opponent's defenses. It can also be used to deal with multiple enemies.
By spending 4 Ki points as an action you can make 4 unarmed strikes. When you hit an opponent (or opponents) they must make a CON save. On a failed save they are paralyzed until the end of your next turn. On a successful save nothing happens.
( the turn you use this ability you cannot use your stunning strike ability or your flurry of blows ability).
When you hit one creature with one strike they make the normal saving throw roll.
When you hit one creature with two strikes they make a saving throw for constitution equal to 8+ double your proficiency bonus + your wisdom modifier.
When you hit one creature with three strikes they make the saving throw at disadvantage with the additional calculation from above.
When you hit a creature with all four strikes hey automatically fail the saving throw.
Azure Dragon
4th Stance: Azure dragon is the fourth and final stance of Dance of Four Guardians set of techniques. The First three stances in Dance of Four Guardians are used to set up the flow of air for Azure Dragon.The user takes control of the flow of air and directs it towards their opponent in a powerful blast of air.
As an action you can spend 8 Ki points and send a blast of air in a 20ft cone in front of you. Anyone in the cone must make a Dex save. On a failed save they are flung back 5ft per Ki point and take 1d10 force damage per Ki point. On a successful save they are not flung back and only take half damage.
( IF YOU USED THE FIRST 3 STANCES before using this one THIS TECHNIQUE WILL COST NO KI POINTS )
Comments