Monk
Base Class: Monk

Monks that follow the Way of the Towel usually utilize two to three towels, however more towels is not a bad thing, provided at least one towel is on their person at any time. A monk that should follow this path shall use nothing but a towel as clothing, a coin pouch and a weapon (although some weapons are still allowed such as the staff, dagger and shortbow) to show true devotion. Many might choose to opt out of carrying a weapon entirely, however this means they should carry at least one towel to avoid public indecency.

Each towel used is woven by the Monk using them while uttering a prayer for every row of stitches to apply the properties sought after. This property is finalized by adding a splash of the user's blood, making it function for them and only them. They might not be exactly towels, but any woven fabric with infused blood shall work. One is typically worn from the waist, one as a cape and an optional third sheet worn as the waist garment is, only from the under arm to add more layers in cold weather. The cape towel is typically the first to be whipped off as a weapon because public indecency is not part of the Way of the Towel. The waist towel may very well be moved up to the place the third optional towel could be if the user deems it more appropriate to wear it covering their chest.

 Many fabrics woven by the monks may feature a crest, or a more complex embroidery telling a story, making it unique to that monk. Alternatively, the fabric might be dyed a color to represent something about that Monk, or edged to show  what the monk holds true. 

Ebb and Flow

Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks from one of your towels, you can impose one of the following effects on that target by spending 2 ki:

  • The enemy is automatically grappled in either their space or any adjacent space to you.
  • The enemy is pushed 10 feet away from you.

Towel Weapon

The towels infused with your blood can be used to draw that of others, your towel weapon may take many forms such as that of a whip, hardened fist or a spear. These all use martial arts die and deal Slashing, Bludgeoning and Piercing damage respectively. You are proficient with these weapons and they count as magical for you. The spear and fist have a range of 5 feet and the whip has a range of 10. The spear allows you to hop 5 feet into an adjacent space on a hit without provoking attacks of opportunity. The hardened fist booms and prevents the target's reaction. These weapons count as finesse and can be affected by flurry of blows, however the effect is only usable on the source attack excluding the additional range of the whip.

Shield of Linen

At 6th level, you gain the ability to spend between 1 and 3 ki points to increase your AC by that much for 1 hour, until manually dispelled, the towel protecting you is removed or you fall unconscious. (This does not count as armor for the sake of any Unarmored defense based abilities) 

At 10th level, you can spend 3 more ki points upon the use of Shield of Linen to give yourself resistance to one type of damage from Piercing, Bludgeoning and Slashing until the effect ends.

Improved Agility

Beginning at 11th level, you can use your towels to move like the wind itself once per turn as an action, by spending a ki point to activate this ability for 10 minutes, you can either:

  • Glide for 15 feet for every 5 feet you fall with perfect steering and no fall damage.
  • Use the towel as a form of tether to swing from even the flattest surfaces at a top speed of twice your movement speed, with the ability to leap up to your movement in feet after a full swing.
  • Whip the floor or air to create a blast of wind to push you up to 20 feet away (only usable once per activation of this option).
  • The dash action now allows you to move up to a total of 3 times your movement rather than 2.

Vicious Breeze

At 17th level, you can spend 4 ki points to summon the power of every gust of wind that has passed through any of your towels leading to a giant boom of wind causing massive damage to your target. They can make a dexterity saving throw to half the [roll]10d10[/roll] thunder damage and avoid being thrown as far as you choose up to 40 feet. This attack can hit anywhere in a straight line up to 15 feet away from you. As a part of this, you can choose to make your towel and hair flutter passively as much as you would like provided this is not used to fly or push away enemies.

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