Monk
Base Class: Monk

Way of the Flow monks, manipulate the way of existence, nothing is free from their manipulation, not even the weakest powers of gods. 
These monks when in high enough numbers are to be well respected and not to be trifled with, thankfully they only step into conflict when it is brought to them or if the conflict is threating all of reality.
Their mystical control of the natural and magical flows are highly respected from all beings.

Fluid Defense Technique

Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s force when they attack you. Whenever you are attacked with an attack you may spend 2 ki point and increase your Ac by your martial die + proficiency bonus till the start of your next turn. You can use this 2 times per short or long rest.

At 8th level, you gain the ability to use this trait against spell attack rolls.

Understanding

Starting at 3rd level, you gain proficiency in either Arcana or Nature

Arcana

You gain proficiency in Arcana

Nature

Your gain a proficiency in the skill Nature

Storage of Body

At 6th level, you gain the ability to store energy in yourself. When you are hit by an attack, as a free action, you can store an additional martial die to be used in your next attack's damage, if you hit or miss you loose the additional martial and it does not carry over to a different fight. You can use this a number of times equal to your Constitution modifier (minimum of once) and must finish a long rest to regain the uses.

Magic Manipulation

Beginning at 11th level, you gain the ability to manipulate the weave to any spell you see within 60 ft. of you. As an action you can cast the spell counterspell at 5th level using your Wisdom as your spell casting ability, once per long rest.

Flow negation

At 17th level, you gain the ability to briefly negate the flow of a creature's connection to everything. When you hit with an unarmed strike you can spend 4 ki points to try to sever the creature's connection to the flow of everything. They must make a Constitution Saving throw against your spell save DC using Wisdom, On a failure it takes 4d10 Necrotic damage, and are considered unconsciousblindeddeafenedparalyzed, and incapacitated till the end of their next turn. On a successful save it takes 2d10 Force damage, and are either considered blinded or deafened till the end of their next turn.

You cannot use this ability more than 4 rounds of combat apart, and no more than twice per long rest.

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