Monk
Base Class: Monk

You have knowledge in Senbon. Small needles used to strike at acupressure points, which can either be thrown or inserted during melee combat. Great masters can manipulate their chii through the needles affecting their targets in different ways. Whether it be healing their friends or hurting their enemies.

Needle Healing

When you take this Monastic Tradition at 3rd level, You gain proficiency in medicine. You may spend 1 minute placing needles into acupuncture points on a willing target. That target regains health equal to one of their hit dice. This can only heal a target once every 8 hours.

Additionally you may spend an additional minute to give the willing target 1d10+ your Wisdom modifier+ Proficiency bonus temporary hit points, this cannot be used again until after a long rest.

Piercing Technique

In combat you can spend 1 ki point when you make an unarmed melee strike. The damage becomes piercing and the target can suffer one of the following effects up to a number of times equal to your wisdom modifier (minimum 1). If you use the following ability the needle is consumed. Undead and Constructs only take half damage from this attack. 

You may roll 1d6 for a following effect:


1: Blood Poisoning. You do an addition 1d6 poison damage. the target must succeed on a Constitution saving throw against your Ki save DC or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 2d6 poison damage. This effect does not stack and the saving throw can be repeated at the start of the targets turns.


2: Stun. The target must succeed a Constitution saving throw against your Ki save DC or become stunned for one round.


3: Dizzy. The target must succeed a Constitution saving throw against your Ki save DC or the target becomes dizzy and falls prone. it has disadvantage on dexterity checks and dexterity saving throws for 1 round.

4: Blinded. You can expend a number of ki points up to 3+ the ki point used for this effect the target becomes temporary blinded for a number of turns equal to a number of ki point used.

5: Bleeding. At the end of the next turn the enemy receives the same damage equal to the damage caused by this attack.


6: Leech. You draw energy from the target. You regain 1d6 health.

Precise Strikes

Upon reach 6th level, you can now throw needles as if they had the thrown action. You may additionally before you roll to attack with a needle add +10 to the strike.

You may use the Piercing Technique feature on the thrown needles but the instead of spending 1 Ki point you must spend 2.

You get a critical hit on a 19 when using needles or

When you get a critical using needles you regain 1 Ki point.

Gradual Injury

Upon reaching 11th level, you may stick your needles inside a target and apply it’s effects on your future turn using Ki points equal to the number of needles stuck in the target as a free action additionally if the target has more than 3 needles inside of them they must make a DC equal to your monk level + proficiency bonus on a success nothing happens, on a failure they have thave disadvantage on attack rolls for a number a rounds equal to the number of needles in their body. If the target has 5 or more needles in their body attack rolls against them have advantage.

Awakened State

Upon reaching 17th level you can now enter an awakened state by spending 4 ki points. First you awaken your chi sense allowing you to see the flow of chi around you. You gain blindsight (120 ft) and truesight (30 ft) for 10 minutes. While in this awakened state if you roll a critical you gain 1 Ki point. You stay in this awakened state until you use Final Strike or after 10 minutes.

Additionally you can use your needles to give yourself or a willing creature +your wisdom modifier to attack rolls and damage rolls for 1 minute but resulting in a level of exhaustion.

Final Strike

When you use the attack action while in your awakened state you spend 10 Ki points the enemy rolls a dexterity saving throw, on a successful save the target suffers no damage until the end of its next turn and the target has no actions until its next turn. The target takes 10d10 Force damage + Unarmed Strike die as Piercing damage. On a successful save the target takes half as much and loses all its actions until your next turn. On a hit this results in the target and the user getting knocked prone and pushed 10 feet back if the target fails it’s saving throw it gets pushed 20 feet back, but on a success it gets knocked back 10 feet. This ability causes you to gain 1 level of exhaustion and can only be used once per long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes