Monk
Base Class: Monk

Founded as a resistance movement for the orcish nations to work against the Yuan-Ti, its secrets are still taught in the hidden orc city of Dura Presa. A monk subclass built around tracking in open plains and jungles and fighting against overwhelming numbers.

Patient Hunter

At 3rd level you gain proficiency in survival and knowledge (nature). If you are already proficient double your proficiency bonus. 

Your training has focused on your ability to track Yuan-ti and other targets in the wilderness and ruins of empires past.

Agile Interdiction

Starting at level 3 your honed reflexes and sense for danger extends to protecting others. 

Whenever an adjacent ally is the target of an attack you can use your reaction to switch places with that ally and become the target of the attack. This movement doesn't provoke opportunity attacks. When you do this you may spend a ki point to give that attack disadvantage.

You cannot use this ability if you are wearing medium or heavy armour, or if you are using a shield.  

You must choose to use this ability before the attack is rolled. 

Defensive Strikes

Starting at 3rd level your mastery of defensive techniques allows you to ensure you are prepared and protected against attack even while striking at your enemies.

When you make an attack roll with a weapon you are proficient with you can choose to give yourself a penalty equal to your proficiency bonus. If you choose to do so, whenever you are attacked before the beginning of your next turn you can give yourself a bonus to your AC equal to your proficiency bonus for that attack.

You can choose to use this ability as many times as you attack, but you cannot apply this ability more than once to a single attack made by or against you. 

You can't use this ability if you are wearing armour or using a shield. 

Predictive Strikes

At 6th level, you have trained to anticipate your opponents attacks and use their own momentum against them. You allow your enemies to slowly grind away against your defenses. 

Whenever an enemy misses you with a melee attack, they take bludgeoning damage equal to a roll of their martial arts die. 

Venom Hunter

Starting at level 6 your focus and control over your body allows it to process and withstand poisons that would normally kill you. Your training ensures your ability to stalk and find dangerous yuan-ti without fearing their deadly poisons.

You are immune to the poisoned condition, and resistant to poison damage. Whenever you take 5 or more poison damage (after applying resistance) you regain 1 ki point. 

Unending Tracker

At 6th level your tracking ability extends to the magical, allowing you to locate the auras of items and creatures well outside your visual senses.

You can cast locate object by spending 2 ki points, or locate creature by spending 4 ki points without any material components. 

Aura Crush

Beginning at 11th level, your ability to sense and track the auras of others allows you to interact with them. 

As a bonus action you can spend 2 ki points to briefly weaken a creature you know the location of within 30ft. That creature has a penalty to attack rolls, damage rolls, and concentration rolls equal to your wisdom modifier until the beginning of your next turn.  

Aura Tear

At 17th level, your awareness and control of the auras within all things allows you to temporarily assault them. 

When you use your Aura Crush ability you can spend 6 ki points. When you do the aura from your target that previously only you could see within them is instead torn out and is pulled towards you, ending in a square adjacent to you. 

The aura appears as an incorporeal copy of your target. It has the following qualities:

  • It is immune to non-magical slashing, bludgeoning, and piercing damage, and always succeeds on strength, dexterity, and constitution saving throws.
  • Any damage, conditions, or effects dealt to the aura are also dealt to your target.
  • For each instance of damage dealt the target also takes necrotic damage equal to a roll of your martial arts die. 

At the end of your turn the aura snaps back to your target. As long as the target took any damage from this ability the target must make a strength saving throw or be moved 15ft in a direction of your choice. This movement does not provoke attacks of opportunity. 

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