Monk
Base Class: Monk

Spending time with masters of the art of presurpoints and physical mechanics you have learned to manipulate the flow of ki in your opponents and ways to expose and create openings for allys to take full advantage of.

Crippling Poisons

At level 3, you learn that poisons are just as effective as knowing where to strike, you become proficient with the poisoners kit and can tip small needles with the poisons for later use.

Opening Strikes

starting at 3rd level, when you use fully of blowes you may inflict one of the following affects to each target hit by you flurry of blows;

- the next attack on the target will crit on a 19 or 20 until the start of your next turn

- the target must make a dex saving throw (8 + proficiency bonus + dex or wisdom mod) or be knocked prone

- the target must remove 1 roll of your martial arts die from its next attack roll (does not affect nat 20's)

subsequent effects replace the previous effect (except for being knocked prone). 

Crippling Observations

At 6th level, you have learned to see opening and weaknesses in your opponents stance and form.

On a successful melee attack you may spend a Ki point to learn the targets AC and any physical weaknesses the creature has.

Additionally, you may discern if the creature uses poison or anything that may cripple you or an ally, as these may be tools you employ yourself.

Stunning Opportunity's

At 6th level, When an opponent successfully saves against your stunning strike you may;

- You may spend a Ki point to reduce the targets movement to 0 until your next turn and halved the turn after,

- You may spend a Ki point to give advantage on the next attack to the target until your next turn.

- Spend 2 Ki points to allow any ally who can see the target to use there reaction to make an attack of opportunity.

Practiced Hands

at 11th level, you have learned to weave your crippling art in to you normal attack, your normal attacks now crit on a 19 or 20, in addition you may apply one of the following affects to each target your hit with you attacks, you may only have one active on a target at a time;

- you strake vital points in the targets legs making movement difficult, normal terrain is now difficult terrain and on difficult terrain is unpassable and if attempted the target falls prone automatically in place.

- you strike vital points in the face, the target must make a constitution saving throw to cast there next spell or you may impose disadvantage on the creatures next attack. (this dose not affect creatures that don't need sight)

- you strike vital points in the chest,  dislodging armor and opening the target up to attack, the targets AC is reduced 3 until you next turn.

Mastery of the Cripaling Fist

At 17th Level, You have learned to master your art and have learned to make the damage you inflict almost permanent, spending 5 Ki points to imbude you hands with crippling energy lasting 5 minutes, strikes made with your hands or monk weapons will permanently reduce the targets hit points by the amount of half the damage done. (Only a garter restoration spell can resort the natural maximum health limit, however no hit points are returned)

Due to the nature of the energy coursing through you, you can do this no more than 2 times per long rest safely, doing so will require a constitution saving throw starting at a DC of 15 and increasing by 5 every time there after, on a failed save the monk loses half their Hit points for 1d4 days or until a grater restoration is cast upon then, if the saving throw is failed more than 3 before you have been restored then the effect becomes permanent. (a wish spell can reverse the effects as well as powerful patrons and gods can undo these effects, tho these must be appeased by the monk and the person communicating with them (DC to be set by the DM)).

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