Monk
Base Class: Monk

Most monks who choose this Order do so to free themselves from the traditions that take time away from learning what they yearn for most, martial arts. These monks train to use everything in their environment to their advantage. Whether it be hurling a bar stool during a tavern brawl, throwing sand in an opponent's face, or drawing an enemy to mistakenly enter a disadvantageous position such as difficult terrain.

Creative Weapon Technique

Starting when you choose this tradition at 3rd level, you can make a weapon out of seemingly anything. Any item weighing 3 pounds or less can be thrown as a monk weapon and any item between 4 and 10 pounds can be used as a monk weapon. Any creature struck by such an item may suffer one of the following penalties for 1 ki point.

  • It must succeed on a Dexterity saving throw or be knocked prone.
  • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
  • It can’t take reactions until the end of your next turn.

All Is Fair

At 6th level, you gain the ability to you become proficient in unorthodox combat. As an action, you can perform one of the following attacks (or similar attack at the discretion of the DM to facilitate other scenarios or flavor as needed) as  if you were using a monk weapon:

  • Throw a disruptive substance into your opponents eyes (Dexterity Saving Throw vs Ki save DC or be blinded for 1d4 rounds).
  • Trick an opponent into revealing a weakness (Wisdom Saving Throw vs Ki save DC or the monk receives Advantage on all attacks against the target until the end of their turn).
  • Strike the opponents legs with a devastating kick (Strength Saving Throw vs Ki save DC or movement speed is halved).

Prepared for Anything

Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of focus. At the end of a long rest, you gain the effect of the Freedom of Movement spell that lasts until the start of your next long rest (the spell can end early as normal) or Thunderwave as a 4th level spell that can be used once. The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.

Debilitating Blows

At 17th level, you gain the ability to set up lethal combinations in combat. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these devastating combinations, which provide two additional unarmed attacks per every 3 ki points spent. The maximum of three ki points can be used per unarmed strike, and cannot be used on any strike obtained from this ability. The combinations deal an additional 1d4 points of damage for each attack that hits, calculated at the end of your turn. This damage s applied at the end of the target's next turn.

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