Monk
Base Class: Monk

Nature has been wild since the begginig, many warriors have chosen to observate and study it. The Way of Martial Arts is the way of nature, is for those who had watched a viper precisely end its prey life within seconds, the precision of a mantis, the agility of the monkeys, the raw power of tiger, elegance and balence of the heron and the great resistance of the dragons. For those who have openned their minds to the old masters of the wild can accomplish much more in the battlefield. 

Fist Devotion

At level 3 when you get this subclass, you loose all your weapon proficients in exchange of your unmarmed strikes grows one die damage.

Ancient Techniques

Also at level 3 you learn some techniques that are passed through generations, becoming a master of martial arts. Choose two of the techniques below, you gain another technique at lv 11, you may change your known techniques whenever you get the ability score improvement. The following technoques can be only perform on Large or smaller creatures: Heron, Monekey and Praying Mantis.

 

Some techniques require your target to make a saving throw aganist your technique DC.

Technique DC= 8 + your proficiency bonus + your Wisdom modifier

 

Viper:  When you take the Attack action you may use one of your attakcs to use this technique. You may spend 1 Ki ponit to force each creature of your choice within 5ft of you to make a dexterity saving throw aganist your Technique DC, make a unarmed strike damage roll, each creature that fails takes it as damage. 

Heron: When you hit an unarmed attack you can spend 1 Ki point to force the creature to make a strenght saving throw aganist your Technique DC, otherwise you kick him to 10ft in the air. 

Praying Mantis: When you hit an unarmed strike you may choose to spend 1 Ki point, after that roll a d4.

Pair- You hit its legs, the target has disadvantage on all dex rolls until the end of your next turn, on your next turn if you use this technique and hit its leg the target has its movement halved until the end of your next turn.

Odd- You hit ist arms and the target has disadvantage on all strenght rolls until the end of your next turn, on your next turn if you use this technique and hit its arms again you can disarm whatever the target is holding. 

Tiger: Before you make a attack you can spend 1 Ki point to make an unarmed strike with advantage that ignores all tipes of resistances and immunities, plus the target must make a con saving throw or loose its reaction.

Monkey: When you hit an attack you can roll a athletics or acobratics skill check aganist a athletics of the target, if you win you climb on the creature, while there all attacks of him aganist you are made with disadvantage and he must use an action to remove you of him. 

(lv 17)Dragon: When you receive a melee attack, you can use your reaction to have the attacker roll with disadvantage, if the attack misses you can try to grab him as part of the same reaction. Consumes 1 Ki

Deep Meditation

As an action you can meditate to realign your inner energy. After going into deep meditaion your turn imediatly ends, you are considered prone, and you cannot use reactions until the start of your next turn, on the start of your next turn you gain a number of Ki points equal to your proficiency bonus plus the next saving throw you make within 1 hour you can add your wisdom modifier to the result. 

 

You can enter into the Deep Meditation state twice per long rest

Martial Agilitty

You train your muscles and memory to perform greater at the battlefield. At level 6 you may choose between acrobatics or athletics, you gain proficiency in it, if you already have proficiency you become expertise.

Enhanced Technique

At lv 11 you make your techniques more deadly. The techniques now can be made aganist Huge or smaller creatures.

Viper: Your viper technique range is increased to 10ft, and in a success the creature takes half damage.

Heron: When you use your Heron technique and the creature succeeds the saving throw, the creature is pushed 5ft away from you.

Praying Mantis: You can spend 2 Ki points to use the Mantis Technique and choose where to hit.

Tiger: When you make the tiger technique and the target fails the con saving throw it falls prone.

Monkey: When you use the Monkey Technique you may roll to climb the target with advantage.

(lv 17)Dragon: When you receive a melee attack, you can use your reaction to make the attacker roll with disadvantage. If the attack misses you can make an unarmed attack, if it hits roll a martial arts die and subtract the damage. 

Dragon Warrior

At this point your body is a killing machine, your tranning and studies have made yourself a master of martial arts. At lv 17 you may choose a technique to become a master of it.

Viper: A master of the viper can move easily through creatures, doing so does not count as dificult terrain, and you gain 5ft to your movement. You may spend 2 Ki points to use the viper technique and knock down the targets that fail the saving throw.

Heron: A master on of the heron perfected its ballance, you cannot fall prone, only if you choose to, and you take halved falling damage. When a creature is thrown in the air within 20ft of you, you may spend 1 Ki pont to use your reaction and make an unarmed strike attack aganist that creature, as you jump and kick it if you hit the creature is pushed 20ft away from you. 

Praying Mantis: The mantis taught to its students the importance of precision, you can get a crit in attacks when you roll a 19 on a dice, you can enter an ally space and make an attack there but cannot end your turn there. You may spend 3 Ki point to use the Mantis Technique and apply the effects of a second attack right away on the first.

Tiger: The heavy claws of the tiger makes a the fist of a master stronger than a hammer, when you get a critical hit with an unarmed strike, roll a unarmed dice and add to the damage, you also get proficiency with the stealth skill. When you use the tiger technique you can spend 1 Ki point to use the tecnhnique aganist another creature within range. 

Monkey: The agility of the monkey is the key in the battlefield, you gain a climb movement equal to your normal movement and gain a jump movement of 15ft. When you use the monkey technique you dont need to roll to climb up the creature, and when another creature makes a melee attack aganist you, you may spend 1 Ki point as a reaction to make the attack target the creature you are on, plus you can stand in one feet and use the other to as an extra hand, doing so halves your walking speed.

Dragon: You gain +1 to your AC. If you fail a saving throw, you can spend 2 Ki points on a reaction, roll a martial arts die, and add the result to the check.

You also gain the Dragon Technique, it does not count as a known technique. 

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