Monk
Base Class: Monk

Monks of the way of the Silver Spirit believe that precision is the key to overcoming obstacles in life. The way of the Silver Spirit is characterized by liberal use of the feet to deliver devastating kicks and hands being mostly used to block oncoming attacks, though open hand strikes are common in the style. Flight and meditation are common, and the monasteries that these monks live in are usually built near or around lakes in the foothills of mountains, as mastering walking on water is considered a rite of passage for these monks. These monks, when cornered, can deal lethal pressure point strikes with the precision of a surgeon.

Soaring Blade

Starting when you take this tradition at 3rd level, you can shoot blades of energy that slice far away targets.

As an action, you can make a ranged spell attack against a target. The attack goes 60 feet in a straight line and deals 3d10 slashing damage that is considered magical for the sake of overcoming magic resistance and immunity. This attack can only be made once on your turn.

This attack’s damage increases by 1d10 when you reach 5th level (4d10), 11th level (5d10), and 17th level (6d10).

Shimmering Stance

Starting at 6th level, you can take a stance that deflects enemy attacks.

As a bonus action on your turn, you can give yourself a +2 to armour class for the next minute and increase it by 1 for every ki point you spend. The maximum amount of ki points you can spend on it is 3.

 

Sky Step

Starting at 11th level, you gain the ability to walk on fluids as if they were solids.

You gain a flying speed equal to your walking speed and you don't sink if you end your turn on water, instead remaining on top of the water unless you allow yourself to sink.

 

Ravaging Strike

 Starting at 17th level, you can manipulate pressure points to cause extreme and debilitating pain.
 
On your turn when you make an attack, you can spend 3 ki points and force your target to make a constitution save. On a failed save, your target takes 10d10 force damage and on a success, your target has disadvantage on all saving throws until the end of your next turn.

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