Monk
Base Class: Monk

Clad in orange robes the young monk slowly steps towards the band of ruffians, stoic and calm as the ruffians approach him. In a flash he dodges a strike, redirecting another thrashing it into a befuddled highwayman. In a flowing motion he glides through the band of bandits enemies, calm and composed, as he turns their aggression into their weakness and they fall to his flowing strikes.

The Del Hur monastary is ancient, and one of the most secretive and mysterious orders in all of Inon. Keeping their secrets heavily guarded, only a few selected people are deemed worthy to be initiated in their ways. Those who subscribe to this monastic tradition seek to manipulate the flow of ki through both themselves and their enemies, learning to direct this ever flowing current to the benefit of themselves and their allies
Some monks who follow this path pursue pacifism where possible while others follow a path of control to become formidable warriors directing the flow of combat. The Del hur monks rarely attempt to influence the world openly. Instead they seek to dictate the flow of politics, morals, or history itself in a direction that they deem fitting. Whatever their cause, monks of this path are often taught to be reserved, patient, and above all else, adaptive.

Patient Mind, Reactive Body

At 3rd level your defensive stance holds hidden surprises. You gain the three reaction options below.

  • Dizzying Strikes
    If a creature within 5 feet of you misses you with a melee attack, you can use your reaction to make one unarmed attack against them leaving them addled. On a hit the target can not take reactions until the end of its next turn.
  • Warding Impulse
    While grappling a creature you can use your reaction when hit by an attack or forced to make a dexterity saving throw to use the creature as half cover adding +2 to your AC and Dexterity saving throws. If an attack that would normally hit is blocked by the additional AC provided by creature, or you succeed due to the cover provided by the creature, the grappled creature takes the damage in your stead.
  • Redirect Attack.
    When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.

Ribbons Binding

You have studied ways of holding and restraining that divert, rather than overcoming, your opponent's strength. Also at 3rd level, you can use your Dexterity (Acrobatics) when attempting to grapple or trip a creature.

Bending Palms

At 6th level you are able to protect your nearby allies in combat. When you take the Dodge action (including via Patient Defense), you can spend 1 additional ki to enter a protective stance. This gives the following benefits

  • Attacks against your allies within 5 feet of you are made with disadvantage
  • Attacks against allies within 5 feet of you count as attacks against you for the purposes of your Deflect Missiles, Redirect Attack and Patient Response techniques.
  • If you’ve already taken your reaction, you may spend 1 ki point to take an additional reaction

Imposing Strikes

At 11th level you learn to impose your Ki on another creature. If you hit a creature with a melee attack, you can spend 1 ki point to force them to make a Charisma saving throw. On a failed saving throw you can make one roll with your martial arts die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn. You can only do this once pr turn.

Flow of the River

At 11th you are able to slide across the battlefield like water, your movement responding to changing conditions even as they happen. Whenever you take a reaction, you may spend 1 ki point to move up to half your speed. This movement does not provoke opportunity attacks.

Ki Prison

At 17th Level you have perfected the flow of Ki from within, allowing you to fully manipulate the Ki of another person. When you hit a creature with an unarmed strike, you can spend 5 ki points to lock a creature in a vegetive state.

The target must succeed on a Wisdom saving throw or be bound by your Ki; if it succeeds, it is immune to this effect for 24 hours
You choose to lock the creature's ki, sealing their soul in their body without giving it connection. The creature is incapacitated, and their speed is zero, as their body is perpetually tensed. The creature is aware of its surroundings but is effectively in a vegetative state. This State last for 1 hour

The Way Of Del Hur Image

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