Base Class: Monk
the way of martial arts is quite simple and widespread so those who follow its monastery master it's techniques to create opportunities for attack, self-defense, and to make non-lethal attacks toward their enemies.
Martial path
wrestle. Grappling is a risky tactic in a fight, so wrestlers focus on alleviating threats against themselves as well as bolstering the risk on their target. you can use your bonus action to grapple a target instead of using your attack action, and the target has disadvantage when contesting your grapple. you have advantage on attacks against grappled targets.
boxing. boxing is a martial art that focuses on blocking vitals in the upper body with your arms as well as taking attacks to stun your opponent. you can use your bonus action to ready your arms to block in a way that with protect your body, when using this feat, you add 4 to your AC but take damage equal to 2 times your monk level, this lasts for one round. this does not work for spells but if you use an extra ki point in patient defense you gain resistance to the attack while taking the same amount of damage if you were blocking. when multiclassing the damage from block is double your monk level plus 150% of your other levels rounded up (3 level monk/17 level fighter = 32). you gain back a quarter of the health lost rounded down for each AC not needed, this only accounts for the first time you block in the round.
aikido. aikido is a martial art where defending oneself is equal to defending one's opponent, merely imposing a difficulty on your attacker. (redirect) when a creature attempts an attack on you may use your reaction and 2 ki to make a DC save equal to ten plus the creature's dexterity modifier to grab their attack and throw them at another creature near you or throwing the creature to any space beside you, the creature as well as any creatures caught in the attack are now prone (other creatures caught in the attack are moved back a space), you also you have advantage on rolling a 1d10 for deflect missile if you use an extra ki point.
additional techniques
wrestle. as you continue down this art you begin to master it. when grappling a target, creatures attacking you do not gain advantage. when a creature that isn't your grappled target attempts to attack you, they must beat your wisdom save DC to not hit your grappled target, in which they will have advantage on the attack when hitting your target. your grappled target has disadvantage on dex and str saving throws.
Boxing. as you continue down this art you begin to master it. when using stunning strike, when the target is making its constitutional saving throw against the attack, their same roll is contested against a separate DC of 8 + your strength modifier, on a failed save you don't need to use your ki point (the original save needs to be met for this to work, if the original save is lower than the separate save).
Aikido. as you continue down this art you begin to master it. you gain an extra reaction action. as a reaction you can use 4 ki points to attempt to grab an opponent's attack, flip them around, and confuse (look at the spell confusion) them for until the targets second turn after the attack. use ki save DC to see if the target can resist the confusion.
additional techniques
wrestle. as you continue down this art you begin to master it. you gain an extra attack against a target you've grappled; this attack cannot be infused with ki and isn't magical but gains a +5 for both the attack and damage. you can grapple creatures two sizes above yours with the following changes to grappling rules. a target grappled two sizes above your own has normal speed, creatures attacking this creature besides the wrestler do not gain advantage, and the creature isn't imposed to disadvantage against contesting your grapple, strength or dexterity saving throws.
Boxing. as you continue down this art you begin to master it. if you do not move your entire turn, you gain +2 to AC for until your next turn. you gain a +1 to the Stunning strike ki save DC. instead of doubling your level when taking Block damage, you instead take your monk level plus your proficiency. when determining how much health is given back for wasted AC in a block you do not factor the proficiency.
Aikido. as you continue down this art you begin to master it. for the use of 4 ki you may use the counter spell as a reaction at 4th level. you gain an additional reaction
additional techniques
wrestle. your devotion to this path has allowed you to master your art. while in a grapple you can choose to forsake your own turn to keep the target from using their turn. this feature can be used three times and is recharged every long rest. while using this feature you gain a +5 to AC and the target loses 5 AC. you gain an extra attack against a grappled target that can't be fueled by ki and isn't magical but gains a +5 to both the attack and damage.
Boxing. your devotion to this path has allowed you to master your art. you can duck and weave through enemies while also maintaining the flow of combat, float like a butterfly, sting like a bee. if you can move through a creature space that is blocking your path as if it were difficult terrain, but you will always provoke an opportunity attack in doing so (even if you have the mobile feat and have attacked or if you use your action to disengage), the opportunity attack has disadvantage. whenever you provoke an opportunity attack you may use your action, bonus action, or your reaction to strike back.
Aikido. your devotion to this path has allowed you to master your art. you gain an additional reaction. when provoking and opportunity attack from an enemy, make a Dexterity save with a DC of the enemy dexterity stat to redirect the attack. when an enemy provokes an opportunity attack from you, and your redirect you no longer need to use ki.
Previous Versions
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3/22/2022 11:55:14 PM
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4/14/2022 2:21:38 AM
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4/15/2022 5:22:29 PM
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6/23/2022 7:54:24 PM
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