Monk
Base Class: Monk

With every rule there are exceptions as it is with the general rule that monks can not use armor.
This way of combat was developed by a monk who was formerly trained as a defensive fighter thinking
he could combine the two fighting styles and more importantly way of living.
As an accomplished monk he worked on it with one of his students who became something entirely new.
The initial plan was to find out a way to let a monk use heavy armor without losing monk abilities.
Like most other plans this one had to change to work, this was done by using specially formed armors
and the re-inventing of some of the standard monk abilities that lead to a few drastic changes.

Armor : Heavy armor only.

Weapons : all types of non-heavy swords.

Tools : Smith's tools and leather worker's tools.

Saving throws : Wisdom, strength.

Skills : Choose two from Acrobatics, Animal handling, Athletics, History, Insight, Perception and Religion.

Heavy armor specialist
This allows you to increase the maximum dexterity bonus while using heavy armors by 1.

You do not gain the movement bonus normally associated with monks.

Sword art
At first level you gain the following benefits while wielding a single one-handed sword in two hands.

One-handed sword specialist
Whenever you wield a non-heavy sword your critical range is lowered from 20 to 19 / 20.

Parry
Once a day and once more for every two levels beyond level 1 : when another creature damages you
with a melee attack, you can use your reaction and reduce the damage by the number you roll on a
D6 + your Wisdom modifier. This option must be chosen after the opponent lands the hit and before damage is calculated.

Ki
Starting at 2nd level, your access to the mystic energy Ki is represented by a number of Ki points.
Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.

You can spend these points to fuel various Ki features. You start knowing three such features: Ki attack,
Patient Defense, and Step of the Wind, You learn more Ki features as you gain levels in this class,
When you spend a Ki point, it is unavailable until you finish a short or long rest, at the end of which you
draw all of your expended Ki back into yourself. You must spend at least 30 minutes of the rest meditating to
regain your Ki points.
Some of your Ki features require your target to make a saving throw to resist the feature's effects.
The saving throw DC is calculated as follows: Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

Ki attack
You can add a to hit/damage bonus to a single sword attack, this bonus is equal to the maximum number of Ki
points you have. After you use this ability you can not use it again until you have had a short or long rest.

Patient defense
You can spend 1 Ki point to take the Dodge action as a bonus action on your turn.

Step of the wind
You can spend 1 Ki point to take the Disengage or Dash action as a bonus action on your turn, and your
jump distance is doubled for the turn.

Armored movement
Starting at level 2  when you hit an opponent after moving your maximum movement you can choose to take
an extra move action. When you choose to do this you can only continue on the same line as you were
moving, the maximum range of that is half your normal movement speed in a single round.

When you reach level 6 you can use your armor more effective translating in opponents having
disadvantage on every grappling check they try to make on you.

Reflect missiles
Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a
ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your
Wisdom modifier + your monk level.
If you reduce the damage to 0, you can reflect the missile.. If you reflect a missile in this way, you
can spend 1 Ki point to make a ranged attack (20/60 feet) with the weapon or piece of ammunition you
are reflecting, as part of the same reaction.
You make this attack with proficiency, regardless of your weapon proficiency's, and
the missile counts as a monk weapon for the attack.

The abilities featured below are the ones you receive from the monastic tradition you follow, Way of the samurai

Everything else is per the basic monk class.

 

Sword flat technique

This technique triggers after you land a Ki strike letting you choose from the following effects :

A : The targeted opponent must succeed on a Dexterity saving throw or be knocked prone.
B : The targeted opponent must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
C : The targeted opponent can't take reactions until the end of your next turn.

Stand vast

When you are hit with something that should knock you prone or forces you to move you can roll a D20.
If you roll below 11 the effect happens normally but if you roll over 10 you can negate the movement
impairing effect. This decreases by 1 point every time you level beyond level 6 to a minimum of 3.
If the enemy is larger then you, you get 2 points increase per difference in size class and vice versa.

Focused movement

You can spend 1 Ki point at any time to make a full move. During this move no attacks of opportunity can be made against you for moving in or out of melee range.

Using this does not allow you to negate any hits already made on you, you can still move but the damage is resolved normally.

It's just armor

If an opponent lands a melee critical attack you may choose to sacrifice a large part of your heavy armor to ignore the damage done to you.
After you use this skill a piece of armor is gone which lowers of armor-class bonus from your armor by half.

Since the action uses up half your armor you can only do it twice and after that you no longer gain the armor class bonus for your armor until you have repaired it. If after battle you can collect the pieces you can use them to repair your armor in half the time it would normally take.

Previous Versions

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