Base Class: Monk
You are a master of martial Arts, turning even an enemy's own attack against them.
Open Hand Technique
Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects 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 can’t take reactions until the end of your next turn.
Swift Reply
Starting at 3rd Level, you may exchange ki points to gain extra reactions. 1 ki point for each reaction added.
Swift Vigor
At 6th Level, using your reaction, you can block incoming melee attacks. When you do so, you can reduce the amount of damage by 1d12+ your Dexterity modifier + your monk level.
If you reduce the damage to zero, for 1 ki point, you can counterattack in one of three ways:
- If the creature is Large or smaller, you can toss it up to 10 feet in any direction. The creature must make a dexterity saving throw against your monk save dc (8+ proficiency modifier + wisdom modifier) or fall prone when it lands. When you reach 11th Level, you may toss a Huge or smaller creature.
- If the creature is armed, you may disarm the weapon it attacked with, knocking it to the floor. If you wish to disarm the creature of a different weapon, you may do so, but you will have to make an Athletics(STR) or Acrobatics(DEX) check against the creature's contesting Athletics(STR) or Acrobatics(DEX) check.
- If you do not wish to or cannot toss the creature, you can make one melee attack with your unarmed strike or a monk weapon.
If you have used at least 1 ki point on your turn, you don't need to use a ki point to counterattack.
Tranquility
Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest. The spell's affect cannot be ended early, save by a Dispel Magic. The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus. Once a creature makes the saving throw, it is immune to your Sanctuary affect. Any creature you attack or harm with a spell is immune to your Sanctuary affect.
Quivering Palm
At 17th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.
You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.







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