Monk
Base Class: Monk

The Way of the Stoned Master teaches its students to move with the seemingly slow, unpredictable movements of a stoner. A stoned master sways, tottering on unsteady feet, to present what seems like an incompetent combatant who proves frustrating to engage. The stoned master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.

A stoned master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful foe.

A stoned masters movement to the sober mind seems erratic but is laser focused on their goal, moving as an unstoppable object

Stoned Stumble

Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.

Leap to Your Feet. When you’re prone, you can stand up by spending 5 feet of movement, rather than half your speed.

Redirect Attack. When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.

Bonus Proficiency

When you choose this tradition at 3rd level, you gain proficiency in the Survival skill if you don’t already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with stoners supplies if you don’t already have it.

High Technique

At a 3rd level you gain advantage on insight checks on anything they find aesthetically pleasing. This should apparent but if not you are allowed to BS your DM to see if they allow your reasonings for finding the creature or surroundings aesthetically pleasing. 

 

Stoned Technique

At a 3rd level you gain advantage on insight checks on anything they find aesthetically pleasing. This should apparent but if not you are allowed to BS your DM to see if they allow your reasonings for finding the creature or surroundings aesthetically pleasing. 

High Technique

You gain proficiency on insight checks on anything you find aesthetically pleasing. This automatically applies to things that are objectively pleasing but you have the right to bull shit your DM if its less apparent, though they have the final say. 

Green Sight

Starting at 11th level, you gain the ability of true sight for 1 minute once every long rest 

Highper Focus

At 17th level, when you use your Highper Focus you gain the ability to shrug off damage (any damage immediately gets halved) and won't be able to get knocked prone. This ability lasts until you complete your objective, die, or if the creature of your focus makes a roll higher than your Constitution + your Survival modifier. You also gain a bonus action during the round you use Highper Focus.

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