Open Hand Dedicant Image
Prerequisite: This feat is only available to the Monk class
 

Monks master the internal energy of Ki and specialize in the style of their mastery.  However, some hone their lives and their pursuit of martial prowess to the pinnacle of self mastery: The Open Hand Dedicant.

Upon taking this feat, the character loses all weapon proficiencies - even if they are multi-classed. If a character chooses to multi-class after taking this feat, they can either choose to remove this feat and its bonuses or keep the weapon proficiencies from the added class. In the event that the weapon proficiencies are kept with the addition of a new class, the DM may allow a feat to be swapped in so the character doesn’t lose an ASI in their level progression.

Additionally upon taking this feat, the character is granted the flowing features per Monk level:

Monk Level Feature
1 Choose one Open Hand Dedicant Technique
5 Choose an additional Open Hand Dedicant Technique 
+1 to attack rolls for open hand strikes*
10 Choose an additional Open Hand Dedicant Technique
+2 to attack rolls for open hand strikes*
15 Choose an additional Open Hand Dedicant Technique
+3 to attack rolls for open hand strikes*

* the bonus is only to hit. It does not extend to damage. If a magical item provides a to hit/damage bonus, that item's bonus is applied and not the to hit bonus from this feat.

NOTE: 

  • The way Feats are coded does not allow for opening options at specific levels, therefore ALL the options are open upon taking this feat. It is up to the player/dm to make sure options are taken at the appropriate levels.
  • There does not seem to be a way to add a bonus to hit for open hand attacks.  This modifier must be remembered and applied by the player.

    DEDICANT TECHNIQUES

    Dedicant Technique Description
    Enhanced Reaction Once per turn, if you've already taken your reaction, you may spend 1 ki point to take an additional reaction.

    You can use only one reaction per triggering effect. For example, you may not take an additional reaction to do another attack of opportunity if you have already spent a reaction to do this against a single target. If a second target triggers an attack of opportunity, whom you have not yet used your reaction against, you may use this technique.
    Flash Your movements have become preternaturally fast, appearing to the uninitiated as instantaneous.

    At the cost of 3 Ki points, until the beginning of your next turn you
    treat your movement as teleportation, akin to Misty Step or similar
    spells. You may only move to unoccupied spaces you can see, but none of
    your movement triggers opportunity attacks and the speed at which you
    move is considered instant.
    Fa Shen You are able to release Ki into your opponent upon landing a strike.

    Upon a successful attack, you may add a number of martial arts die equal to your proficiency bonus of force damage. Each die spent in this manner costs one Ki point.
    Cavity Strike You are able to attack and rupture the air or liquid filled cavities of the body.

    Upon a successful hit, expend one Ki point to force the target to make a Constitution saving through versus your Monk DC. Upon a fail, the target takes an extra martial arts die of damage at the start of it’s turn while affected by this condition. The target may make a Constitution saving through at the end of each of it’s turns vs your Monk DC to save from this condition.
    Meridian Strike Using your knowledge of the flow of Ki in the body, you are able to attack the body's Ki meridians directly.

    Upon a successful hit, expend one Ki point to force the target to make a Constitution saving through versus your Monk DC. Upon a fail, the target takes a point of exhaustion. You may use this ability with cumulative strikes, but the exhaustion instilled by this ability will not kill the target even if that level of exhaustion is reached. The target may make a Constitution saving through at the end of each of its turns vs your Monk DC to remove all the points of exhaustion delivered in this method.
    Yuan Qi conversion You are able to perform the dangerous operation of converting your Yuan Qi - your ancestral Ki - your very life force - into usable Ki. It's risky and costly reserve, but few have the skill to tap into it.

    As a bonus action, you may expend a number of hit dice equal to your proficiency bonus to replenish Ki points equal to the number of hit dice expended.
    Standing Pillar You are able to root your Ki and essentially become immovable.

    As a bonus action, you may spend a Ki point and become an immovable force until the beginning of your next turn. While in this state, you do not move, though you do not defy gravity. In this state, you can hold up to 2,000 pounds of weight. More weight causes you to drop this ability. A creature can use an action to make a DC 30 Strength check, moving you up to 10 feet on a success. In this state you cannot be considered grappled or restrained, your movement drops to 0, and you have resistance to non-magical slashing, bludgeoning, and piercing damage.
    Iron Vest You are able to bring your internal Ki to you external body to defend against damage and harm.

    As a reaction or bonus action, you may spend a number of Ki points up to your proficiency level to add +1 to your AC and saving throws per Ki point expended until the beginning of your next turn.
    One inch punch You can deliver a full force blow with little or no wind up as you are able to spiral the Ki through your body to create the necessary torque.

    Being grappled or restrained does not confer disadvantage to you on attack rolls if the target is within 5ft.
    Qin Na You have extensive knowledge of pressure points, wrestling, and joint manipulation.

    You may add your Strength and Dexterity modifiers to your attack rolls when grappling, and Creatures you successfully grapple are considered restrained. At the beginning of their turn they can make another contested check to break free.
    Trapping With your strikes you close the gap and pin your target's weapons or limbs in positions rendering counterattacks difficult.

    When successfully hit using your flurry of blows feature, you may expend a Ki point to impose disadvantage on the target creature’s next attack. If you are targeted by the creature and their attack at disadvantage misses, their next attack is also at disadvantage.
    Cannon Fist Your attacks have been specifically honed to weaken - or even break - armour and defences with each blow.

    During your turn, you may expend a Ki point per every successful hit to a creature ( including flurry of blows ) to force the target creature to roll a Constitution saving throw vs your Monk DC or suffer a minus 1 to their AC until the beginning of your next turn. The affects are cumulative per use of this feature. For example, if you have one successful main attack and also hit with your flurry of blows, you may spend up to three Ki points, each forcing the creature to save, potentially lowering the creatures AC by 3 until your next turn.
    Inside Fighting If you are engaged in combat with a creature, you can occupy the same space as that creature.
    While occupying the same space as the creature, as a bonus action you may expend 1 qi point for the following effects: attacks of opportunity you make against the creature are made at advantage and you are considered to be in half cover when attacked by creatures other than the one who's space you are occupying.
    Fa Jing

    You can treat your strikes as slashing, piercing or bludgeoning.

    Additionally, a number of times up to the number of your wisdom modifier per long rest, you may spend a qi point after missing a strike and still deal the damage from that strike as force damage to the target. The attack still counts as missed for any ability or spell that requires a hit to activate.

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Open Hand Dedicant Image

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