Monk
Base Class: Monk

Monks of the Way of the Viz Jaqtar rely on consecutive hits and combat stances in their fights, switching stances to have incredible versatility. These monks are known for being exceptionally lethal whenever they land multiple hits in a few seconds.

Stances

When you choose this tradition at level 3, you can choose a stance each time you take the Attack action. You learn two stances at level 3, and learn one more at level 6, 11 and 17. When you learn a stance, you can also replace a stance you know for a new one. Each stance only lasts for your turn. When you take a stance, all ki costs are doubled until the beginning of your next turn, with the exception of flurry of blows, and finishing move. Stances increase the might of your hits, as such, only successful attacks count as "hits".

Dragon stance

The dragon stance is inspired by the might of dragons, and their powerful roars. Your first hit deal 1d4 bonus thunder damage. Your second hit force the target to make a Constitution saving throw or take damage equal to your martial art die and be deafened until the beginning of your next turn. Your third hit force the target to make a Wisdom saving throw or be frightened by you until the beginning of your next turn. All hits during dragon stance deal thunder damage.

Elemental Stance

The elemental stance harness the power of elements to imbue strikes with primordial power. When entering this stance, you have to choose one element between fire, cold, and electricity. All your unarmored strikes damage become of the given type for the duration of the stance. Moreover, the first hit deals bonus damage equals to your wisdom modifier. After hitting for the second time, you can force each creature within 5 feet to make a dexterity saving throw or take your martial arts die damage of the elemental type chosen when entering the stance. After hitting for the third time, you can force all creatures within 15 feet of you to make a dexterity saving throw, or take your martial arts die + wisdom modifier damage of the elemental type chosen when entering the stance, or take half as much if they succeed. A creature takes no damage if the creature is behind total cover.

Phoenix Stance

The phoenix rises from its ashes, and this stance aims at surviving the hardships and coming back stronger. Your first hit allows you to reroll your saving throw for one poisoned, frightened, blinded or restrained effect you are under (if the source of the condition allowed a saving throw). Your second hit grants you temporary health points equal to your wisdom modifier. Your third hit heals you for your martial arts die + constitution modifier.

Shadow Stance

The shadow stance makes you one with the shadows. The first hit grants you a special reaction, shadow veil, until the beginning of your next round: when attacked, you can chose to use your reaction to impose disadvantage on the attack. The second hit deals your martial arts die as bonus damage, and the damage of the hit are psychic. After hitting the third hit, you become invisible until the end of your next turn, or until you attack or cast a spell.

Tiger stance

The tiger stance is about ferocity, and raw powerful strikes. Your first hit deals additional damage equal to your wisdom modifier. Your second hit deals additional damage equals to your martial art die. Your third hit deals additional damage equals to your martial art die + your wisdom modifier. All hits deal slashing damage.

Turtle Stance

The turtle stance is about defense, with strikes protecting you. The first time you hit, you gain a +1 to AC until the end of your next turn. The second hit grants you advantage on Strength (Athletics) and Dexterity (Acrobatics) checks until the end of your next turn. If you hit at least thrice, your next Strength or Constitution saving throw before the beginning of your next turn is done with advantage.

Morning Training

Beginning at 6th level, your morning training can significantly change you mood, preparing you for the day. At the end of a long rest, you gain your wisdom modifier as a bonus in a skill until the next long rest. The skills in which you can have this bonus are limited by the stances you know: Acrobatics (Tiger), Arcana (Elemental), Athletics (Turtle), Intimidation (Dragon), Medicine (Phoenix) or Stealth (Shadow).

Stance avatar

When you reach 11th level in this class, you can become an avatar of what represent one of the stances. As a bonus action, you can spend 3 ki points to gain one of the following bonus:

  • Tiger: for the next minute, if you already hit twice during your turn, your consecutive attacks in this turn have advantage. You can use this aspect only if you know the Tiger stance.
  • Elemental: for the next minute, you gain resistance to fire, electricity or cold. You can use this aspect only if you know the Elemental stance.
  • Turtle: for the next minute, you can breath underwater, you gain a swimming speed equal to your movement speed, and you can't be knocked prone. You can use this aspect only if you know the Turtle stance.
  • Dragon: for the next minute, you have a flying speed equals to your unarmored movement bonus speed. You can use this aspect only if you know the Dragon stance.
  • Phoenix: for the next minute, each time you are healed or gain temporary hit points, you also heal yourself for a value equal to your wisdom modifier. You can use this aspect only if you know the Phoenix stance.
  • Shadow: for the next minute, you can see through darkness and magical darkness as if it was bright light. You can use this aspect only if you know the Shadow stance.

These bonus don't stack: if you activate one, you lose the previous one, if it was still active.

Finishing move

At 17th level, you learn how powerful the third hit of the stance really is. When you manage to hit thrice in the same turn and you took a stance, you can spend 5 ki points to gain a benefit depending on your stance:

  • Tiger: you can make an additional unarmed strike. If it hits, you deal 7d10 bonus magical slashing damage.
  • Elemental: you instantly cast fireball centered on yourself. The damage is of the type you chose when entering the stance. You have advantage on the saving throw.
  • Turtle: you have resistance to all damage until the end of your next turn.
  • Dragon: you chose up to your wisdom modifier creatures. These creatures have to make a Wisdom saving throw or be paralyzed by fear until the beginning of your next turn.
  • Phoenix: you gain the benefits of a death ward until the end of the fight.
  • Shadow: you instantly cast Darkness, with you as the emanation of the darkness. You can choose up to your Wisdom modifier creatures that can see normally in this darkness.

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