Monk
Base Class: Monk

The style is made up of four different katas, or forms, each of which must be fully mastered in order for it to be complete. This style places a high focus on adaptability and applicability; many of the techniques are not set patterns, but rather basic principles which can be applied in multiple situations.

Body of Flowing Steel (3rd level)

Your body has been hardened by your training and past battles to the point where withstanding an attack is as effective as avoiding it.

   At 3rd level, when you become a part of this tradition, you can use your Strength Modifier in place of your Dexterity modifier to your Armor Class when not wearing armor. You still add your Wisdom Modifier to your AC, as per the Unarmored Defense feature. In addition, you may add your Strength Modifier to your Dexterity Saving Throws a number of times equal to your Strength Modifier per long rest.

Martial Style (3rd level)

As part of your rigorous training, you have learned different forms and ways to interconnect one form to another while fighting.

   At 3rd level, you can choose to spend 2 ki points at the start of your turn to activate the Flurry of Blows feature; doing so empowers or deals specific effects to each of your hits based on what Martial Kata you choose.

   If at least one of the attacks in one Kata hits, you can transition to another Kata on your next turn.

   should all of your attacks miss, you lose your combo effects and must spend 2 ki points again to reactivate it at the start of your next turn. Your combo hits don't carry over to your next turn and must always start at 1st hit effects.

Flame Kata

You hit your opponent with furious and direct hits, aimed at breaking their guard and defense; for each connecting hit you deal normal damage, and apply unique effects, depending on the number of landing hits:

  • 1st attack hit (Phantom Pace) You flicker in movement, confusing your opponent. You have advantage on your attack. The effect of this form will persist until you hit with your attack.
  • 2nd attack hit (Raging Fire) Your attack is explosive. Deal additional fire damage equal to your Strength Modifier. As part of your attack, knock your opponent back 10ft away.
  • 3rd attack hit (Flash Fire) You flicker to your target's location, not provoking opportunity attacks. Deal additional fire damage equal to your Strength Modifier. with the target's guard broken, reduce their AC equal to your martial arts die until the end of your next turn.

Water Kata

You grapple and contain your opponents with an emphasis on flexibility and fluidity of motion; for each connecting hit you deal normal damage, and apply unique effects, depending on the number of landing hits:

  • 1st attack hit (Jellyfish Clutch) You run up to your opponent and catch them in a headlock. Your attack is also a grapple, dealing damage as normal. Make a contested Athletics Check for grapple. You gain advantage on your next attack.
  • 2nd attack hit (Bind of Pisces) You bind your opponent with crushing force. Your attack deals additional damage equal to your Strength Modifier.
  • 3rd attack hit (Screw Cutter Guillotine) With your opponent staggered, you grab their neck with both hands and violently pull. You then slam them head first on the ground. Your attack deals an additional 1d4 + your Wisdom Modifier and the target must make a Strength Saving Throw (Ki save DC) or be knocked prone.

Redirection Kata

You read your opponents movements, seeing and manipulating the "flow of power", using minimal motions to turn the opponents strength against them; for each connecting hit you deal normal damage, and apply unique effects, depending on the number of landing hits:

  • 1st attack hit (Weeping Willow) When your attack hits, it provokes an attack of opportunity from the opponent. They do so with disadvantage and may make a Wisdom Saving Throw (Ki save DC) to resist.
  • 2nd attack hit (Change of Scenery) You hurl your opponent with a twisting throw, altering the trajectory of your opponent's attack from Weeping Willow if they fail to resist. Your opponent must make a Strength Saving Throw or be knocked prone. You have advantage on this attack if the target takes their attack of opportunity.
  • 3rd attack hit (Ki Blockage) You deliver a powerful palm strike to your opponent that temporarily numbs the nerves. Deal additional force equal to your Wisdom Modifier. Your opponent is dazed, all their attacks are made at disadvantage until the start of your next turn. Your opponent must make a Constitution Saving Throw (Ki save DC) in order to resist its effect.

Adamantine Kata

You harden the muscles or your body, increasing both your defensive and offensive capabilities; for each connecting hit you deal normal damage, and apply unique effects, depending on the number of landing hits:

  • 1st attack hit (Iron Fingers) You harden the muscles of your fingers, dealing additional piercing damage equal to your Strength Modifier.
  • 2nd attack hit (Iron Breaker) Your strike is enhanced by tensing and tightening your body. You gain +2 AC until the start of your next turn and deal additional damage equal to your Strength Modifier.
  • 3rd attack hit (Indestructible) Allows you to either defend from powerful blows or attack the opponent with immense power. You gain resistance to nonmagical piercing, slashing and bludgeoning damage until the end of your next turn (Improves to all forms at 11th level) or your attacks deal an additional 1d4 + your Strength Modifier.

   At 5th level, after receiving the Extra Attack feature and using the Flurry of Blows feature, should all 3 hits connect, the fourth one would allow you to transition to another Kata immediately.

 

Pre-Initiative (6th level)

Your will to fight pushes you to always find yourself in the thick of battle as quickly as possible. At 6th level you gain the following benefits:

Advance

Your body is so used to fighting that sometimes they react even before your mind does. You can decide to add your Strength Modifier to your initiative value or reroll your initiative dice up to two times per long rest, but you can do so only after the initiative for a combat encounter has been rolled, but before the DM states the initiative order.

Flowing Edge

Thanks to your combat expertise, you are able to intercept melee enemy attacks and reduce their damage, potentially allowing you to return a counter attack. As a Reaction when hit by a melee attack, you can reduce the damage you take from the attack by 1d10 + your Wisdom Modifier + your monk level. If you reduce the damage to 0, you can preform a free unarmed attack on the target.

You may use this feature a number of times equal to your Wisdom Modifier per short or long rest. This attack can continue your combo of your chosen Kata last turn if it hasn't been completed.

Kata Mastery (11th level)

After endless battles, your body becomes even more resilient and strong, allowing you to withstand even the most severe punishment and unleash your combinations with even deadlier application. The four Katas are Adamantine, Flame, Redirection and Water. Each Kata has an 'ultimate technique' which are not necessarily the most powerful techniques but are rather "aces in the hole" that can be used in specific situations. At 11th level, you gain these ultimate techniques as well as the Adamantine Body feature:

  • Flame Kata (Earth Shrinking) This technique yields the illusion that you are backstepping and the distance between the user and the opponent suddenly shrinking. Using at least 15ft of movement moving towards an opponent grants your next attack a +5 bonus to hit.
  • Water Kata (Water Mirror) Can be used when the user can't use their normal locks and holds. This technique involves using a part of their opponent's body to place their opponent in a lock or a hold. You can reroll an Athletics Check made to grapple should you fail, but must use the new roll.
  • Adamantine Kata (Bone Binding) Using precise and delicate muscle control, the user is able to move body parts where a bone has been broken. When you are reduced to 0 hit points and not killed outright, you can expend 2 ki points (no action required) to have 1 hit point instead. You may do so a number of times equal to your Constitution Modifier per long rest.
  • Redirection Kata (Marionette) Amplifies the body's internal power and controls their body with minimal usage of energy, enabling them to move and fight when their stamina is extremely limited. Ignore 1 level of the Exhaustion during combat.

Adamantine Body (11th level)

You gain resistance to all forms of bludgeoning damage.

Tertiary Secret Technique (17th level)

You have mastered The Way of the Four Katas and must choose between the Path of the Divine Devil or  the Demonsbane. One focuses on raw power and the other technique.

Divine Devil

A combination of the Possessing Spirit and Fallen Demon, Divine Devil utilizes both the brain and the heart as its sources of power. You may enter this state for 1 minute and gain the following benefits:

  • Possessing Spirit: A peculiar technique  designed to overclock the user's heart to enhance their speed, torque and, ultimately, their damage output. All your attacks deal additional damage equal to your Wisdom and Dexterity Modifier.
  • Fallen Demon: Using this technique, the user enters a state of tachypsychia, an altered perception of time, allowing them to see everything around them in slow motion. Add your Wisdom and Dexterity Modifier to all your attack rolls and gain +2 to your AC.

   However, because of the immense strain using two damaging techniques at once, you gain 2 levels of Exhaustion once 1 minute has passed or you are knocked unconscious.

Demonsbane

It is the application of all four katas at once. As such, it can only be preformed by someone who has mastered all four. It is a counter that enables the user to completely ward the impact of an opponent's attack. The user utilizes Redirection to change the direction of the attack's power, Water to allow the power to flow throughout the body and Flame to check positioning. Finally, Adamantine is used to deliver the diverted power back to the opponent while also adding their own power to the attack, drastically augmenting the damage inflicted. When your opponent makes an attack roll against you, you may use your reaction to enact Demonsbane. The target must make a Constitution Saving Throw (Ki save DC). If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 Force damage. You may use this technique once per long rest.

Demonsbane

It is the application of all four katas at once. As such, it can only be preformed by someone who has mastered all four. It is a counter that enables the user to completely ward the impact of an opponent's attack. The user utilizes Redirection to change the direction of the attack's power, Water to allow the power to flow throughout the body and Flame to check positioning. Finally, Adamantine is used to deliver the diverted power back to the opponent while also adding their own power to the attack, drastically augmenting the damage inflicted. When your opponent makes an attack roll against you, you may use your reaction to enact Demonsbane. The target must make a Constitution Saving Throw (Ki save DC). If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 Force damage. You may use this technique once per long rest.

Divine Devil

A combination of the Possessing Spirit and Fallen Demon, Divine Devil utilizes both the brain and the heart as its sources of power. You may enter this state for 1 minute and gain the following benefits:

  • Possessing Spirit: A peculiar technique  designed to overclock the user's heart to enhance their speed, torque and, ultimately, their damage output. All your attacks deal additional damage equal to your Wisdom and Dexterity Modifier.
  • Fallen Demon: Using this technique, the user enters a state of tachypsychia, an altered perception of time, allowing them to see everything around them in slow motion. Add your Wisdom and Dexterity Modifier to all your attack rolls and gain +2 to your AC.

   However, because of the immense strain using two damaging techniques at once, you gain 2 levels of Exhaustion once 1 minute has passed or you are knocked unconscious.

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