Monk
Base Class: Monk

Way of the Guiding Fist teaches those to redirect attacks and energy to take control of the battle with subtle movements.

Guiding Forces

3rd-level Way of the Guiding Fist feature

When you choose this archetype at 3rd level, you learn maneuvers that can be used by expending ki points.

Maneuvers. You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Dexterity or Wisdom modifier (your choice)

Arm Turn

When an opponent makes an attack against you or an ally creature within 5ft of you, you may spend one ki point as a reaction to subtract your martial arts die from the enemy attack.

Directing Strike

When you successfully Deflect Missiles and have an enemy within 5ft of you, you can spend 1 ki point to instead redirect the attack to them as a melee weapon attack instead of a ranged weapon attack following the Deflect Missiles rules.

Disarming Grab

When you successfully land an unarmed strike against an enemy creature, you can spend 1 ki point to force them to make a Strength saving throw verses your Maneuver DC. Upon a failure, your opponent must drop their held weapon. If they are wielding two weapons, they only drop one.

Pressure Point

When making an attack you may expend one ki point to add your martial arts die to the attack roll before or after the attack but before any effects are applied. On a successful hit, you deal additional damage equal to your Wisdom modifier.

Steady Footing

As a reaction you can spend one ki point to add your martial arts die to a saving throw against any spell or magical effect.

Study Movements

As a bonus action, you can spend 2 ki point to roll an Intelligence (Investigation) or Wisdom (Insight) check against your opponents Charisma (Deception). If you succeed, your opponent's attacks against you are made with disadvantage and your next attacks are made with advantage.

Throw Down

As a bonus action you can expend one ki point to force your opponent to make a Strength saving throw against your Maneuver DC. Upon a failure your opponent is knocked prone and suffers damage equal to your martial arts die. Additionally, you can move them to any unoccupied space within 5ft of you.

Guiding Forces

3rd-level Way of the Guiding Fist feature

When you choose this archetype at 3rd level, you learn maneuvers that can be used by expending ki points.

Maneuvers. You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Dexterity or Wisdom modifier (your choice)

Arm Turn

When an opponent makes an attack against you or an ally creature within 5ft of you, you may spend one ki point as a reaction to subtract your martial arts die from the enemy attack.

Directing Strike

When you successfully Deflect Missiles and have an enemy within 5ft of you, you can spend 1 ki point to instead redirect the attack to them as a melee weapon attack instead of a ranged weapon attack following the Deflect Missiles rules.

Disarming Grab

When you successfully land an unarmed strike against an enemy creature, you can spend 1 ki point to force them to make a Strength saving throw verses your Maneuver DC. Upon a failure, your opponent must drop their held weapon. If they are wielding two weapons, they only drop one.

Pressure Point

When making an attack you may expend one ki point to add your martial arts die to the attack roll before or after the attack but before any effects are applied. On a successful hit, you deal additional damage equal to your Wisdom modifier.

Steady Footing

As a reaction you can spend one ki point to add your martial arts die to a saving throw against any spell or magical effect.

Study Movements

As a bonus action, you can spend 2 ki point to roll an Intelligence (Investigation) or Wisdom (Insight) check against your opponents Charisma (Deception). If you succeed, your opponent's attacks against you are made with disadvantage and your next attacks are made with advantage.

Throw Down

As a bonus action you can expend one ki point to force your opponent to make a Strength saving throw against your Maneuver DC. Upon a failure your opponent is knocked prone and suffers damage equal to your martial arts die. Additionally, you can move them to any unoccupied space within 5ft of you.

Guiding Forces

3rd-level Way of the Guiding Fist feature

When you choose this archetype at 3rd level, you learn maneuvers that can be used by expending ki points.

Maneuvers. You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Dexterity or Wisdom modifier (your choice)

Arm Turn

When an opponent makes an attack against you or an ally creature within 5ft of you, you may spend one ki point as a reaction to subtract your martial arts die from the enemy attack.

Directing Strike

When you successfully Deflect Missiles and have an enemy within 5ft of you, you can spend 1 ki point to instead redirect the attack to them as a melee weapon attack instead of a ranged weapon attack following the Deflect Missiles rules.

Disarming Grab

When you successfully land an unarmed strike against an enemy creature, you can spend 1 ki point to force them to make a Strength saving throw verses your Maneuver DC. Upon a failure, your opponent must drop their held weapon. If they are wielding two weapons, they only drop one.

Pressure Point

When making an attack you may expend one ki point to add your martial arts die to the attack roll before or after the attack but before any effects are applied. On a successful hit, you deal additional damage equal to your Wisdom modifier.

Steady Footing

As a reaction you can spend one ki point to add your martial arts die to a saving throw against any spell or magical effect.

Study Movements

As a bonus action, you can spend 2 ki point to roll an Intelligence (Investigation) or Wisdom (Insight) check against your opponents Charisma (Deception). If you succeed, your opponent's attacks against you are made with disadvantage and your next attacks are made with advantage.

Throw Down

As a bonus action you can expend one ki point to force your opponent to make a Strength saving throw against your Maneuver DC. Upon a failure your opponent is knocked prone and suffers damage equal to your martial arts die. Additionally, you can move them to any unoccupied space within 5ft of you.

Guiding Presence

6th-level Way of the Guiding Fist feature

You can use an action to give an ally creature a bonus to their next ability check equal to your Wisdom modifier.

Guided Focus

11th-level Way of the Guiding Fist feature

Once per long rest, you can use your action to regain up to half your ki points. Additionally, you gain expertise in Acrobatics and your choice of either Perception, Investigation or Insight

 

Insight

Gain expertise in the Insight skill

Investigation

Gain expertise in the Investigation skill

Perception

Gain expertise in the Perception skill

Guardian of Guidance

17th-level Way of the Guiding Fist feature

Once per long rest you can expend ten ki points to gain the following benefits for 10 minutes.

  • You gain an additional die of damage to all unarmed strikes
  • You can add a die to all saving throws and ability checks equal to your martial arts die
  • Any monk class feature that requires 2 or more ki points has their cost reduced by 1

Previous Versions

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5/19/2022 4:23:23 AM
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