Base Class: Monk
Those who choose to follow the path of the Martial Master don't try to gain the ability to heal others, to move with one with the shadows or find the mystery of death, but instead focus on their techniques that they learnt years ago and train to reach the peak of their skill in them.
Improved Technique
Starting at 3rd level, You take the first step to perfecting your techniques. You gain a +1 bonus to attack rolls and to damage. In addition you can also use Acrobatics instead of Athletics to grapple someone and take them to the ground as long as they are your size or 1 size smaller. This bonus is also applied to any other martial techniques you use such as grappling and takedowns as an example.
This increases to +2 at level 6 and +3 at level 11.
Counter
Starting at 6th level, when an attack misses you, you can use your reaction to counter. You can use Stunning Strike with this feature if you attack.
The Zone
starting at 6th you are able to enter a state of mind which allows you to operate at peak performance. To enter the Zone you must spend 2 Ki points and use you action to start entering, you will enter the Zone on your next turn.
When you enter "The Zone" your AC increases by half of your proficiency bonus, you land critical hits on a 19 and 20 and you add half of your proficiency bonus to damage rolls and you gain a +1 bonus to all saving throws. You are able to enter the Zone for X rounds where X is equal to your proficiency bonus, but if you try to push pass your limit you must make a DC 10 constitution saving throw or suffer an exhaustion level and you leave the zone, on a success you continue but the DC increases by 5 for every success.
You can use this feature 1+constitution modifier, but every time you enter after the first time of a long rest, you lose 1 round of length this affect stacks and last until a long rest is taken.
Footwork
At 11th level you master one of the most important basics of martial arts and are now steadier and quicker with your feet.
Your AC increases by 2 and you can disengage as bonus action without using Ki.
Perfected Technique
Starting at 17th level, you have finally reach the peak of your techniques and now are able to focus your attention attacks and use the max potential of your technique.
- When you land a critical hit you roll 2 extra damage D10 and you can add X dice to the roll, where X is each Ki spent.
- If you use this feature to do another martial technique from takedowns, throws, grapples and submissions you gain a +5 bonus and you can now do the impossible and can throw or takedown any creature one size larger than you.
- You can reroll 1's on damage rolls.
- You gain an extra attack.
Previous Versions
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9/13/2021 6:58:25 AM
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Alpha 1.0
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9/13/2021 7:02:11 AM
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9/13/2021 7:03:29 AM
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9/13/2021 7:10:42 AM
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9/13/2021 8:05:00 AM
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Alpha 3.0
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9/13/2021 9:49:51 AM
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9/13/2021 9:52:38 AM
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Alpha 2.0
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9/13/2021 9:56:37 AM
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Alpha 1.6
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9/14/2021 5:25:15 AM
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Alpha 1.7
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9/15/2021 7:50:48 PM
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Alpha 1.8
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9/17/2021 2:33:46 AM
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Alpha 1.9
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