Base Class: Monk
The Order of St Benducchi has been around for almost 250 years. since then it has become a organized and fairly integral part of society. It is by the country that everyone serves at least 3 months to a year in the Order at age 17. some stay longer but most are reintegrated into secular life. While in the order the disciples learn to strengthen their body as well as their mind, those who stay longer learn as well to strengthen their soul. Being a well established Monastery the order receives money through the local governing body who deem such teachings essential in a developing young adult, as well as donation from those who fell the same. The Majority of the funds go to support the expeditinary section of the monks. The Monks have three divisions within them; The Word, The Choir, and The Song.The Song are the ones who engage in outside active ministry service wich includes everywhere from their community outreach programs, to various forms of advisors, to their Expeditionary Missionaries. The Choir are those that speak the word of the Lord(s) and teach it to those of the monastery. The Word are the ones who oversee the previous two and make sure that word is being properly voiced.
All monks rotate between both subsections and some are elevated to the word when the time comes. The monastary however knows that just becase it is in a position of reletive saftey it will always be so, this is why all monks are trained in martial arts.
Begining Gifts
You Gain Three gifts that will help you in doing the Lord(s) work. Each of these emphasize part of the focus of the training here
- Gift of Body: Your Physical Agility has been improved upon enough to be able to strike when has even a slight opening, such as when he misses an attack at you.
You can spend 1 Ki point to use your reaction to make an attack against an enemy you are engaged with when they miss a melee attack towards you . (Gift of body only works with enemies that share your size, has disadvantage on creatures one size smaller, advantage on creature one size larger and cannot be used on creatures outside that size range.)
- Gift of Mind: Your study is Promising and your learning pace is impressive your have enough technical knowledge of fighting style that very few things surprise you.
You can spend 1 Ki point to cast true strike as a bonus action
- Gift of Spirit: Your faith is budding but consistent, your newfound relationship with your deity(s) is wonderful and you wish to share it with others and your deity(s) have gifted you an ability to make it so
You can spend 1 Ki points to cast Healing Hands: As an action, you can touch a creature and cause it to regain a number of hit points equal to your level.
Chakra Blocker
You are deftly familiar with the various pressure points on the body where and how Ki flows through each of them. You can use this information to weaken your enemies. This information can be used to incapacitate them in some way or block one of the 6 chakra gates. Each gates pressure point corresponds to an ability score; Strength is on their biceps and chest, Dexterity their calves and legs, Constitution their heart and gut, Wisdom back of the head and between the eyes, Intelligence temples and front top of the head, and charisma back of the jaw and nose. You can also hit them in the eyes to or throat to temporarily blind or deafen them
- Chakra Block: If you successfully land an unarmed attack against an opponent, You can spend 2 Ki points to hit one of their Chakra gates. Your opponent takes an additional 1D6 Psychic damage and must make a corresponding saving throw. On a Failed save their Chakra gate is blocked and has disadvantage on the respective gate's saving throws until the end of it's next turn. On a Successful save it takes half damage and does not have their gate blocked.
ex: You kit an enemy with an unarmed attack spend 2 ki points to try and block the dexterity gate on their calf, the opponent makes a dexterity saving throw and if it fails and has disadvantage on dex saves until the end of it's next turn
- Debilitating strike: you spend 3 Ki points to use an action to make an attack at an opponents eyes or throat. on a hit you force them to make a constitution saving throw. on a Fail they are either blinded or deafened until the end of their next turn. On a Success they are neither deafened nor blinded.
Exertion
Your study have tough you what is possible and what is not. Through this understanding you are able to push yourself to the ragged edge limit of your capabilities in dimes of dire need.
- Exertion: once per 3 days you can over Spend 4 Ki points to Over Exert your self. While Exterted you gain the following; Double movement, double damage die, and additional action (attack, disengage or use object), advantage and a + 3 on strength and dexterity checks and saves, resistence to bludgening, pericing and slashing from nonmagiccal weapons. as well other creatures have advantage on melee and disadvantage on ranged attacks against you, last for 1 minute and at the end of it your are fatigued and waste one turn recovering you also take 2 points of exhaustion
Holy Covennant
- Prayer casting: can use 6 ki points to cast commune holy shpere banishin smite or rays telapathing bond
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