What would you people like if DnD made a way for monk that is related to more real-life kung fu? A way that is about the different animal styles? Please leave comments and thoughts about this!
I see no need for real-life kung fu since D&D isn't real life. If you want different monk using different animal styles that can already be done through roleplaying.
Way of the Open Hand is certainly one of the most beautiful subclass of the monk and this is not because he is strong, but because of the Open Hand Techniques that give the impression that the monk is fighting with real martial arts.
Starting from this I wanted to develop a monk that attacks the eyes, affects the nerves to prevent movement, causes internal bleeding, hitting the throat to prevent the enemy from speaking or better formulating spells, etc ... To give flavor to my monk I took as a reference Hokuto Shinken (Kenshiro), a type of combat based on pressure points (Tsubo), the knowledge of the body and medicine.
The way of the Pressure Points is a secretive martial arts handed down from father to son. Based on 4'000 years of knowledge in combat and in the medical research. This martial art is defined mythical not for its killer power but for its adaptability to any enemy. Each new generation of this martial art, after receiving training, travels around the world to test themselves with the most talented fighters and the most fearsome monsters. Each generation aims to improve its style for the next generation by adapting it to the combat of its time. (For this subclass you must have the medicine skill)
Meridian Points
Starting when you choose this tradition at 3rd level, with your knowledge in the field of medicine you know of the beneficial and destructive points of the body, your actions can save the life of your friends and yours attacks can be more precise and more painful for your enemy.
The opponents affected by your attacks suffer stings of pain distracting them for a small period of time, for the rest of the turn you don’t provoke opportunity attacks from them.
Your unarmed attacks are more precise and when they hit in the meridian point of yours enemy they can cause critical damage, you score a critical hit on a roll of 19-20 and 18-20 at 15th level.
You can give temporary hit points equal to your medicine skill modifier + one dice of your martial art and the target succeed directly in the Death Saving Throws, but the target take 3 level of exhaustion. Finishing a short rest can reduces this kind of exhaustion by 1 and a long rest end this condition. You can only use this ability a number of times equal to your Wisdom modifier (minimum 1), after a long rest you can use it again. At 6th level the exhaustion is reduces at 2, at 11th at 1 and at 17th at 0.
Shura Techniques
With your control of the hidden meridian points at 6rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, with the use of another ki you can impose one of the following effects on that target.
It must succeed on a Dexterity saving throw or be blind until the end of your next turn. (ex: fingers in the eyes)
It must succeed on a Charisma saving throw or not be able to move, swimming or fly until the end of your next turn. (ex: the nerves are damaged)
It must succeed on a Constitution saving throw or suffer internal bleeding and take damage equal to one dice of your martial art. It must repeat the saving throw at the start of each of its turns. On each successive failed save, the damage of internal bleeding increases of a martial dice. After three turns the internal bleeding ends.
It must succeed on a Constitution saving throw or not being able to speak until the end of your next turn. (ex: blow to the throat)
It must succeed on a Strength saving throw or be pushed up to 15 feet away from you and fall prone.
It must succeed on a Wisdom saving throw or be confused by your feint and be at a disadvantage in attacking until the end of your next turn.
Shura Ki
Beginning at 11th level, your control over ki power improves, you are able to attack more quickly and you are able to absorb ki from your opponents during the fight.
When a creature within 10 feet of you is reduced to 0 hit points or when you score a critical hit, you can use your reaction to regain ki points equal to your of your Wisdom modifier (minimum 1).
Whenever you use Flurry of Blows to attack once, now you can instead attack twice times and three at 17th level.
You gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.
Quivering Palm (you can modify your final attack under the approval of your DM)
At 17th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.
You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.
Put your spoiler here.
If this subclass interested you, I would like to have your opinion, your advice to improve it and make it more balanced.
I made some changes to make this subclass more balanced, I hope to have some feedback about this subclass and the changes made.
Shura Techniques
With your control of the hidden meridian points at 6th level, you can manipulate your enemy’s ki when you harness your own. Choose one of the following options and whenever you hit a creature with one of the attacks granted by your Flurry of Blows, with the use of another ki you can impose one of the following effects choose on the target. At 11th, 17th and at 20th level you can choose another one of the Shura techniques.
It must succeed on a Dexterity saving throw or be blind until the end of your next turn. (ex: fingers in the eyes)
It must succeed on a Charisma saving throw or not be able to move, swimming or fly until the end of your next turn. (ex: the nerves are damaged)
It must succeed on a Constitution saving throw or suffer internal bleeding and take damage equal to one dice of your martial art. It must repeat the saving throw at the start of each of its turns. On each successive failed save, the damage of internal bleeding increases of a martial dice. After three turns the internal bleeding ends.
It must succeed on a Constitution saving throw or not being able to speak until the end of your next turn. (ex: blow to the throat)
It must succeed on a Strength saving throw or be pushed up to 15 feet away from you and fall prone.
It must succeed on a Wisdom saving throw or be confused by your feint and be at a disadvantage in attacking until the end of your next turn.
Being too strong I made the Shura techniques an option to choice (you can't use all of them), this allows players to differentiate and customize their monk. I'd like to find other techniques to add on the list, if someone has some new ideas they are welcome.
1. Strength and Dex ones seems too powerful. I would make them only choose able at 17th or 20th level. Prone by itself is great, 15ft push also lets you toss them off cliffs and such. Blind already grants you disadvantage and a whole lot more (compare with Wisdom).
2. I would clarify that no fly means you flutter/glide down safely, but no horizontal movement nor can you go up.
3. Also no Int based one. How about making the non-speak to be a blow to the head that confuses you so it is Int based not another Con.
4. Finally, Dex, Con, and Wisdom are the easy saves, Charisma, Int and Strength are the hard ones because they are the most common Dump stats. All in all, I would give them a choice:
Low levels can pick Con (Internal Bleeding) or Wisdom (Disadvantage). Level 11 gets a choice of Charisma (movement) or Int (no speak). Level 17 and 20 can pick any, even the Dex save or Strength save,
1. Strength and Dex ones seems too powerful. I would make them only choose able at 17th or 20th level. Prone by itself is great, 15ft push also lets you toss them off cliffs and such. Blind already grants you disadvantage and a whole lot more (compare with Wisdom).
2. I would clarify that no fly means you flutter/glide down safely, but no horizontal movement nor can you go up.
3. Also no Int based one. How about making the non-speak to be a blow to the head that confuses you so it is Int based not another Con.
4. Finally, Dex, Con, and Wisdom are the easy saves, Charisma, Int and Strength are the hard ones because they are the most common Dump stats. All in all, I would give them a choice:
Low levels can pick Con (Internal Bleeding) or Wisdom (Disadvantage). Level 11 gets a choice of Charisma (movement) or Int (no speak). Level 17 and 20 can pick any, even the Dex save or Strength save,
For the strength I agree with you, I should change it with just a push but leaving the choice of direction. For the blind attack, I disagree, because it has limits (if the enemy wears a helmet with a visor, if the enemy has no eyes, if he wears glasses, etc ... the attack can be in vain! and Also because Dexterity is a common feature.
Ok
I had already thought about it, but if I go on Int I put at a disadvantage all the spell casters who have a low int. This seemed like a good compromise since it is a common feature. Finding something for the int is not easy.
giving level limit at the techniques seems like an excellent idea.
I created new shura techniques, they are probably not balanced, but it is a good start to make a class that allows different development options by personalizing more the monk combat stile.
NEW Techniques
it must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
You ca use your martial die, rolling the die and adding the number rolled to your AC until the end of your next turn.
it must make a Wisdom saving throw (Goading). On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
You can use your martial die to increase your reach (long kick) for that attack by 10 feet. If you hit, you add the martial die to the attack's damage roll.
it must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
You can hit 2 targets with one attack (rotating kick), if you take this technique 2 time you can attack all around you.
it must make a Wisdom saving throw. On a failed save, it is automatically grabbed, and until the end of your next turn he cannot free himself.
You can use your enemy as a springboard to jump high and attack an opponent in the sky, and drag him to the ground.
you can teleport 10 feet after attacking the opponent, if you take this technique 2 time you can use the technique once more for the next attack.
I thought it would be interesting at 17th level to combine different shura techniques with the different attacks of the Flurry of Blows instead of the to strong quivering palm.
1. Strength and Dex ones seems too powerful. I would make them only choose able at 17th or 20th level. Prone by itself is great, 15ft push also lets you toss them off cliffs and such. Blind already grants you disadvantage and a whole lot more (compare with Wisdom).
2. I would clarify that no fly means you flutter/glide down safely, but no horizontal movement nor can you go up.
3. Also no Int based one. How about making the non-speak to be a blow to the head that confuses you so it is Int based not another Con.
4. Finally, Dex, Con, and Wisdom are the easy saves, Charisma, Int and Strength are the hard ones because they are the most common Dump stats. All in all, I would give them a choice:
Low levels can pick Con (Internal Bleeding) or Wisdom (Disadvantage). Level 11 gets a choice of Charisma (movement) or Int (no speak). Level 17 and 20 can pick any, even the Dex save or Strength save,
The way of the Pressure Points is a secretive martial arts handed down from father to son. Based on 4'000 years of knowledge in combat and in the medical research. This martial art is defined mythical not for its killer power but for its adaptability to any enemy. Each new generation of this martial art, after receiving training, travels around the world to test themselves with the most talented fighters and the most fearsome monsters. Each generation aims to improve its style for the next generation by adapting it to the combat of its time. (For this subclass you must have the medicine skill)
Meridian Points
Starting when you choose this tradition at 3rd level, with your knowledge in the field of medicine you know of the beneficial and destructive points of the body, your actions can save the life of your friends and yours attacks can be more painful for your enemy.
The opponents affected by your attacks suffer stings of pain distracting them for a small period of time, for the rest of the turn you don’t provoke opportunity attacks from them.
With a bonus action you can heal a creature next to you, the creature regains hit points equal to your medicine skill + one martial die, but since the energy for healing is extracted directly from the patient, this also takes 3 level of exhaustion. Finishing a short rest can reduces this kind of exhaustion by 1 and a long rest end this condition. You can only use this ability a number of times equal to your Wisdom modifier (minimum 1), after a long rest you can use it again. At 6th level the exhaustion is reduces at 2, at 11th at 1 and at 17th at 0.
Shura Techniques
With your control of the hidden meridian points at 6th level, you can manipulate your enemy’s ki when you harness your own. Choose three of the following options and whenever you hit a creature with one of the attacks granted by your Flurry of Blows, with the use of another ki you can impose one of the following effects choose on the target. At 11th level you can choose another two Shura techniques, and at 17th level you can choose another one.
It must succeed on a Constitution saving throw or suffer internal bleeding and take damage equal to one dice of your martial art. It must repeat the saving throw at the start of each of its turns. On each successive failed save, the damage of internal bleeding increases of a martial dice. After three turns the internal bleeding ends. (lev6)
It must succeed on a Wisdom saving throw or be confused by your feint and be at a disadvantage in attacking until the end of your next turn. (lev6)
it must make a Wisdom saving throw (Goading). On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn. (lev6)
You can use your martial die to increase your reach (long kick) for that attack by 10 feet. If you hit, you add the martial die to the attack's damage roll. (lev6)
You can hit 2 targets with one attack (rotating kick), if you take this technique 2 time you can attack all around you. (lev6) (lev6)
It must make a Wisdom saving throw. On a failed save, it is automatically grabbed, and until the end of your next turn he cannot free himself. (lev6)
You can use your enemy as a springboard to jump high and attack an opponent in the sky, and drag him to the ground. (lev6)
You score a critical hit on a roll of 18-20 until the end of this turn (lev6)
At 11th level you can choose two of the Shura techniques from the list of 6th and 11th level. Each time you learn new shura techniques, you can also replace the techniques you know with a different one.
It must succeed on a Dexterity saving throw or be blind until the end of your next turn. (ex: fingers in the eyes) (lev 11)
It must succeed on a Charisma saving throw or not be able to move, swimming or fly until the end of your next turn. (ex: the nerves are damaged) (lev11)
It must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet. (lev11)
You can teleport 10 feet after attacking the opponent. (lev11)
You ca use your martial die, rolling the die and adding the number rolled to your AC until the end of your next turn. (lev11)
It must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. (lev11)
At 17th level you can choose one of the Shura techniques from all the list. Each time you learn new shura techniques, you can also replaces the techniques you know with a different one.
It must succeed on a Constitution saving throw or not being able to speak until the end of your next turn. (ex: blow to the throat) (lev17)
It must succeed on a Strength saving throw or be pushed up to 15 feet away from you and fall prone. (lev17)
You can teleport 10 feet after attacking the opponent, if you take this technique 2 time you can use the technique once more for the next attack. (lev11) (lev17)
Shura Ki
Beginning at 11th level, your control over ki power improves, you are able to attack more quickly and you are able to absorb ki from your opponents during the fight.
When a creature within 10 ft. of you is reduced to 0 hit points you can use your reaction to regain ki points equal to your Wisdom modifier (minimum 1), and when you score a critical hit you regain 1 ki.
Whenever you use Flurry of Blows to attack once, now you can instead attack twice times and three at 17th level.
You gain the ability to heal yourself. As a bonus action, you can regain hit points equal to your medicine skill modifier + two dice of your martial art. You must finish a long rest before you can use this feature again.
Master of Shura tecniques
At 17th level you are now a Master of the Shura Techniques.
You gain the ability to combine the Demonic techniques with the different attacks of the Flurry of Blows.
When you have advantage you can choose to not use a dice to attack rolls to increase your damage rolls by a martial die.
On each of your turns when you move at least 15 feet and hit a target with your attack, you can deal extra damage to the target equal to your Martial Arts die.
You learn the definitive Shura technique. In any unarmed attack you do, the target must succeed on two saving throw (of enemy chose). You must finish a long rest before you can use this feature again.
if it succeeds on all saving throw, it is stunned until the end of your next turn.
If it succeeds on one saving throw, it is reduced 50% hit points.
If it fails all saving throw, it is reduced to 0 hit points.
The way of the Pressure Points is a secretive martial arts handed down from father to son. Based on 4'000 years of knowledge in combat and in the medical research. This martial art is defined mythical not for its killer power but for its adaptability to any enemy. Each new generation of this martial art, after receiving training, travels around the world to test themselves with the most talented fighters and the most fearsome monsters. Each generation aims to improve its style for the next generation by adapting it to the combat of its time. (For this subclass you must have the medicine skill)
Meridian Points
Starting when you choose this tradition at 3rd level, with your knowledge in the field of medicine you know of the beneficial and destructive points of the body, your actions can save the life of your friends and yours attacks can be more painful for your enemy.
The opponents affected by your attacks suffer stings of pain distracting them for a small period of time, for the rest of the turn you don’t provoke opportunity attacks from them.
With a bonus action you can heal a creature next to you, the creature regains hit points equal to your medicine skill + one martial die, but since the energy for healing is extracted directly from the patient, this also takes 3 level of exhaustion. Finishing a short rest can reduces this kind of exhaustion by 1 and a long rest end this condition. You can only use this ability a number of times equal to your Wisdom modifier (minimum 1), after a long rest you can use it again. At 6th level the exhaustion is reduces at 2, at 11th at 1 and at 17th at 0.
Shura Techniques
With your control of the hidden meridian points at 6th level, you can manipulate your enemy’s ki when you harness your own. Choose three of the following options and whenever you hit a creature with one of the attacks granted by your Flurry of Blows, with the use of another ki you can impose one of the following effects choose on the target. At 11th level you can choose another two Shura techniques, and at 17th level you can choose another one.
It must succeed on a Constitution saving throw or suffer internal bleeding and take damage equal to one dice of your martial art. It must repeat the saving throw at the start of each of its turns. On each successive failed save, the damage of internal bleeding increases of a martial dice. After three turns the internal bleeding ends. (lev6)
It must succeed on a Wisdom saving throw or be confused by your feint and be at a disadvantage in attacking until the end of your next turn. (lev6)
it must make a Wisdom saving throw (Goading). On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn. (lev6)
You can use your martial die to increase your reach (long kick) for that attack by 10 feet. If you hit, you add the martial die to the attack's damage roll. (lev6)
You can hit 2 targets with one attack (rotating kick), if you take this technique 2 time you can attack all around you. (lev6) (lev6)
It must make a Wisdom saving throw. On a failed save, it is automatically grabbed, and until the end of your next turn he cannot free himself. (lev6)
You can use your enemy as a springboard to jump high and attack an opponent in the sky, and drag him to the ground. (lev6)
You score a critical hit on a roll of 18-20 until the end of this turn (lev6)
At 11th level you can choose two of the Shura techniques from the list of 6th and 11th level. Each time you learn new shura techniques, you can also replace the techniques you know with a different one.
It must succeed on a Dexterity saving throw or be blind until the end of your next turn. (ex: fingers in the eyes) (lev 11)
It must succeed on a Charisma saving throw or not be able to move, swimming or fly until the end of your next turn. (ex: the nerves are damaged) (lev11)
It must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet. (lev11)
You can teleport 10 feet after attacking the opponent. (lev11)
You ca use your martial die, rolling the die and adding the number rolled to your AC until the end of your next turn. (lev11)
It must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. (lev11)
At 17th level you can choose one of the Shura techniques from all the list. Each time you learn new shura techniques, you can also replaces the techniques you know with a different one.
It must succeed on a Constitution saving throw or not being able to speak until the end of your next turn. (ex: blow to the throat) (lev17)
It must succeed on a Strength saving throw or be pushed up to 15 feet away from you and fall prone. (lev17)
You can teleport 10 feet after attacking the opponent, if you take this technique 2 time you can use the technique once more for the next attack. (lev11) (lev17)
Shura Ki
Beginning at 11th level, your control over ki power improves, you are able to attack more quickly and you are able to absorb ki from your opponents during the fight.
When a creature within 10 ft. of you is reduced to 0 hit points you can use your reaction to regain ki points equal to your Wisdom modifier (minimum 1), and when you score a critical hit you regain 1 ki.
Whenever you use Flurry of Blows to attack once, now you can instead attack twice times and three at 17th level.
You gain the ability to heal yourself. As a bonus action, you can regain hit points equal to your medicine skill modifier + two dice of your martial art. You must finish a long rest before you can use this feature again.
Master of Shura tecniques
At 17th level you are now a Master of the Shura Techniques.
You gain the ability to combine the Demonic techniques with the different attacks of the Flurry of Blows.
When you have advantage you can choose to not use a dice to attack rolls to increase your damage rolls by a martial die.
On each of your turns when you move at least 15 feet and hit a target with your attack, you can deal extra damage to the target equal to your Martial Arts die.
You learn the definitive Shura technique. In any unarmed attack you do, the target must succeed on two saving throw (of enemy chose). You must finish a long rest before you can use this feature again.
if it succeeds on all saving throw, it is stunned until the end of your next turn.
If it succeeds on one saving throw, it is reduced 50% hit points.
If it fails all saving throw, it is reduced to 0 hit points.
^ I think he is improving, now he is more balanced (maybe things still need to be changed) .... what do you think? what should I still change? ....
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
What would you people like if DnD made a way for monk that is related to more real-life kung fu? A way that is about the different animal styles? Please leave comments and thoughts about this!
I see no need for real-life kung fu since D&D isn't real life. If you want different monk using different animal styles that can already be done through roleplaying.
Kung-fuh..... Tae-kwondo.. Ai-kido........ Martial arts should be done great by the assasins.
My Ready-to-rock&roll chars:
Dertinus Tristany // Amilcar Barca // Vicenç Sacrarius // Oriol Deulofeu // Grovtuk
Way of the Open Hand is certainly one of the most beautiful subclass of the monk and this is not because he is strong, but because of the Open Hand Techniques that give the impression that the monk is fighting with real martial arts.
Starting from this I wanted to develop a monk that attacks the eyes, affects the nerves to prevent movement, causes internal bleeding, hitting the throat to prevent the enemy from speaking or better formulating spells, etc ... To give flavor to my monk I took as a reference Hokuto Shinken (Kenshiro), a type of combat based on pressure points (Tsubo), the knowledge of the body and medicine.
The way of the Pressure Points is a secretive martial arts handed down from father to son. Based on 4'000 years of knowledge in combat and in the medical research. This martial art is defined mythical not for its killer power but for its adaptability to any enemy. Each new generation of this martial art, after receiving training, travels around the world to test themselves with the most talented fighters and the most fearsome monsters. Each generation aims to improve its style for the next generation by adapting it to the combat of its time. (For this subclass you must have the medicine skill)
Meridian Points
Starting when you choose this tradition at 3rd level, with your knowledge in the field of medicine you know of the beneficial and destructive points of the body, your actions can save the life of your friends and yours attacks can be more precise and more painful for your enemy.
You can give temporary hit points equal to your medicine skill modifier + one dice of your martial art and the target succeed directly in the Death Saving Throws, but the target take 3 level of exhaustion. Finishing a short rest can reduces this kind of exhaustion by 1 and a long rest end this condition. You can only use this ability a number of times equal to your Wisdom modifier (minimum 1), after a long rest you can use it again. At 6th level the exhaustion is reduces at 2, at 11th at 1 and at 17th at 0.
Shura Techniques
With your control of the hidden meridian points at 6rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, with the use of another ki you can impose one of the following effects on that target.
Shura Ki
Beginning at 11th level, your control over ki power improves, you are able to attack more quickly and you are able to absorb ki from your opponents during the fight.
Quivering Palm (you can modify your final attack under the approval of your DM)
At 17th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.
You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.
Put your spoiler here.
If this subclass interested you, I would like to have your opinion, your advice to improve it and make it more balanced.
I made some changes to make this subclass more balanced, I hope to have some feedback about this subclass and the changes made.
Shura Techniques
With your control of the hidden meridian points at 6th level, you can manipulate your enemy’s ki when you harness your own. Choose one of the following options and whenever you hit a creature with one of the attacks granted by your Flurry of Blows, with the use of another ki you can impose one of the following effects choose on the target. At 11th, 17th and at 20th level you can choose another one of the Shura techniques.
Being too strong I made the Shura techniques an option to choice (you can't use all of them), this allows players to differentiate and customize their monk. I'd like to find other techniques to add on the list, if someone has some new ideas they are welcome.
1. Strength and Dex ones seems too powerful. I would make them only choose able at 17th or 20th level. Prone by itself is great, 15ft push also lets you toss them off cliffs and such. Blind already grants you disadvantage and a whole lot more (compare with Wisdom).
2. I would clarify that no fly means you flutter/glide down safely, but no horizontal movement nor can you go up.
3. Also no Int based one. How about making the non-speak to be a blow to the head that confuses you so it is Int based not another Con.
4. Finally, Dex, Con, and Wisdom are the easy saves, Charisma, Int and Strength are the hard ones because they are the most common Dump stats. All in all, I would give them a choice:
Low levels can pick Con (Internal Bleeding) or Wisdom (Disadvantage). Level 11 gets a choice of Charisma (movement) or Int (no speak). Level 17 and 20 can pick any, even the Dex save or Strength save,
I created new shura techniques, they are probably not balanced, but it is a good start to make a class that allows different development options by personalizing more the monk combat stile.
NEW Techniques
I thought it would be interesting at 17th level to combine different shura techniques with the different attacks of the Flurry of Blows instead of the to strong quivering palm.
^ thanks for the tips :)
Way of the Pressure Points
The way of the Pressure Points is a secretive martial arts handed down from father to son. Based on 4'000 years of knowledge in combat and in the medical research. This martial art is defined mythical not for its killer power but for its adaptability to any enemy. Each new generation of this martial art, after receiving training, travels around the world to test themselves with the most talented fighters and the most fearsome monsters. Each generation aims to improve its style for the next generation by adapting it to the combat of its time. (For this subclass you must have the medicine skill)
Meridian Points
Starting when you choose this tradition at 3rd level, with your knowledge in the field of medicine you know of the beneficial and destructive points of the body, your actions can save the life of your friends and yours attacks can be more painful for your enemy.
With a bonus action you can heal a creature next to you, the creature regains hit points equal to your medicine skill + one martial die, but since the energy for healing is extracted directly from the patient, this also takes 3 level of exhaustion. Finishing a short rest can reduces this kind of exhaustion by 1 and a long rest end this condition. You can only use this ability a number of times equal to your Wisdom modifier (minimum 1), after a long rest you can use it again. At 6th level the exhaustion is reduces at 2, at 11th at 1 and at 17th at 0.
Shura Techniques
With your control of the hidden meridian points at 6th level, you can manipulate your enemy’s ki when you harness your own. Choose three of the following options and whenever you hit a creature with one of the attacks granted by your Flurry of Blows, with the use of another ki you can impose one of the following effects choose on the target. At 11th level you can choose another two Shura techniques, and at 17th level you can choose another one.
At 11th level you can choose two of the Shura techniques from the list of 6th and 11th level. Each time you learn new shura techniques, you can also replace the techniques you know with a different one.
At 17th level you can choose one of the Shura techniques from all the list. Each time you learn new shura techniques, you can also replaces the techniques you know with a different one.
Shura Ki
Beginning at 11th level, your control over ki power improves, you are able to attack more quickly and you are able to absorb ki from your opponents during the fight.
Master of Shura tecniques
At 17th level you are now a Master of the Shura Techniques.
^ I think he is improving, now he is more balanced (maybe things still need to be changed) .... what do you think? what should I still change? ....