Monk
Base Class: Monk

Monks following the Way of Retribution are the shadow operatives of justice. They are often assassins, but may take on the role of warrior in their endless struggle to protect those who can not protect themselves.  Unlike clerics or passive helpers of society, their primary role is that of the hunter. They find and eliminate the wicked with a form of justice reserved for society’s most depraved.  When they are not engaged in clandestine activities and eliminating the most heinous of society, they are valued members of any group. Mysterious and secretive, these monks are trained by the House of Eidolon deep within the Sword Mountains.

Hand of Reprisal

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 granted by your Flurry of Blows, you can impose one of the following effects on that target:

  • It must succeed on a Dexterity saving throw or be knocked prone.
  • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
  • Add one additional martial arts die to your attack. The damage is necrotic.  

Shadows of Retaliation

At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

Force of Reckoning

Beginning at 11th level, you are a force of reckoning undeterred even by death itself. When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead.

Strike of Retribution

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.

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