Monk
Base Class: Monk

Martial Arts are several hundred fighting styles that have developed over the centuries in differnt worlds. These fighting styles are often classified according to common traits, identified as "families", "sects" or "schools" of martial arts. Examples of such traits include physical exercises involving mimicry of the natural world or training methods inspired by philosophies, religions and legends. Styles that focus on Ki manipulation are called internal , while others that concentrate on improving muscle and cardiovascular fitness are called external.
The way of martial arts allows you to use internal ki energy to make your external fighting style more efficient, thanks to ki your attacks have insidious properties. The biggest secret of martial arts is their inhuman reaction. Thanks to endless hours of training, the body of a martial arts master is so used to reacting to certain situations during a fight that it is as natural to them as breathing.

 

Martial Arts

Starting when you choose this tradition at 3rd level you learn three martial arts techniques of your choice. You learn one additional technique of your choice at 6th level. Each new level, you can also replace one technique you know with a different one. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the technique you choice 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.
  • It must make a Intelligence saving throw. If it fails, it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three.
  • It must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
  • It must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
  • It must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
  • It must succeed on a Constitution saving throw or be poisoned until the end of your next turn.
  • It must succeed on a Charisma saving throw or have the movement becomes 0, and it can't benefit from any bonus to its speed until the end of your next turn.
  • Choose another creature within 5 feet of the original target within your reach. If the original attack roll would hit the second creature, it takes the same damage dealt by the original target.

 

Ki Master

At 6th level, you gain the ability to use your Ki to duplicate the effects of certain spells.

As an action, you can spend 1 ki points to cast Darkvision, Detect Evil and Good, Absorb elements, and Longstrider, without providing material components. Additionally, you learn the guidance and invisible mage hand cantrips if you don't already know it. You cast this cantrips without any somatic or verbal components. Wisdom is your spellcasting ability for these spells.

 

Superior Martial Arts

 

At 11th level, you learn one superior martial arts techniques of your choice. You can only use these technique if you have consumed at least one ki power during your turn. You learn one additional Superior Technique of your choice at 17th level. You cannot use the same superior technique twice in the same turn.

  • As a reaction you instantly leap at the creature that is prone, and make a single unarmed strike. If you hit, the target’s movement speed is reduced by 10 feet until the end of their next turn and they must make a Constitution saving throw or be poisoned until the end of your next turn.
  • As a reaction you can control the creature that is frightened of you, the target must move up to its speed in a direction you choose. In addition, you can cause the target to drop whatever it is holding.
  • As a reaction you can make a single unarmed strike against the creature that its movement has become 0, and making it restrained by your ki until the end of your next turn.
  • As a reaction you can make a single unarmed strike against a poisoned creature, and until the end of your next turn you add your proficiency bonus to the damage you deal to this creature.
  • When you push a creature, you can use your reaction to make a single unarmed strike against the creature to push it 10 feet further and it must succeed on a Dexterity saving throw or be knocked prone, if this while pushed goes against another creature it too must succeed on a Dexterity saving throw or be knocked prone.
  • When a creature drops an object, if you are in range and the object does not weigh more than 2 lbs, you can use your reaction to kick it and move it 30 feet away or try to make a ranged attack with a range of 15/30. You make this attack with proficiency, regardless of your weapon proficiencies, and the object counts as a monk weapon for the attack.
  • When a creature misses you with a melee attack, you can use your reaction to make a single unarmed strike against the creature as long as it is within your range.

 

Grand Master

At 17th level, your martial arts training has allowed you to go beyond the human limit.
Your body is so used to certain movements that they have become one with your being.
You can take two reactions in each round of combat, instead of one.

Previous Versions

Name Date Modified Views Adds Version Actions
1/23/2022 6:04:33 PM
7
1
1
Coming Soon
1/28/2022 11:21:17 PM
12
1
--
Coming Soon
1/28/2022 11:23:07 PM
12
1
--
Coming Soon
1/28/2022 11:42:50 PM
12
1
--
Coming Soon
1/29/2022 1:07:26 PM
34
1
--
Coming Soon
Way Of The Grand Master Image

Comments

Posts Quoted:
Reply
Clear All Quotes