Base Class: Monk
Those who keep the sanctuaries safe have traveled the world and seen what ill may befall on unguarded peoples and places. These monks dedicate their later years to protecting people and places that the world has forgotten. They also know that a sacred place is no place to recklessly take life, and that every creature must be given the choice to abandon their actions and choose a new path. Through your quick reflexes and flowing ki you protect the people and places that need it most.
Patient Offense
Using a bonus action to take the dodge action on your turn no longer costs a ki point for you. In addition, if you took the dodge action on your turn you may spend a ki point and use your flurry of blows as a reaction when someone makes a melee attack against you or as an attack of opportunity.
When you use an attack on your turn to disarm an opponent you may as part of the same attack throw the weapon 15 ft in any direction, the weapon flies harmlessly when it is thrown in this way. It may however be embedded into a non living surface that it encounters during its flight. Removing the weapon from a surface takes an action.
Calming Ki
At 6th level, you gain the ability to calm an opponent, when you are attacked by a creature you can choose to drop your guard and allow the creature to hit you without having to roll. An essence of ki energy flows from your body into the opponents. The creature then has to pass a wisdom saving throw against your ki save DC (8+Proficiency bonus+ Wisdom modifier) or become charmed by you for 1 hour, this effect ends early if the creature is attacked. A creature charmed in this way loses all will to fight, throws down its weapons, and encourages its allies to do the same. You regain the ability to do this once per short or long rest. You may allow the hit against you to deal damage as if it were a critical hit to give your opponent disadvantage on this saving throw. Damage from this attack against you cannot be reduced in any way.
If the damage taken would you reduce you to less than 1 hit point, your ki essence instead of charming the opponent stabilizes your unconscious body and you lose all of your remaining ki points. Ki points lost in this way cannot be regained until you finish a long rest.
At 17th level, if you allow this hit to deal damage as if it were a critical hit the opponent automatically fails their saving throw
Thick Skinned
Beginning at 11th level, you gain the ability to ward your body against incoming blows. When initiative is rolled, and you are not surprised, you may temporarily infuse your skin with ki granting you resistance to Bludgeoning, Piercing and Slashing damage from Magical and Non Magical weapons for 1 minute, this feature ends early if you have 0 ki points remaining. You can do this a number of times per day equal to your wisdom modifier (minimum of 1). You must finish a long rest before you can regain uses of this feature.
That's Enough
Now that you have traveled the world you have seen that some foes just will not stop, and must be made to. At 17th level, your flurry of blows instead of making 2 attacks now makes a number of attacks equal to your wisdom modifier(minimum of 2).







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Posted May 5, 2018Patient Offense and Calming Ki feel too complicated. I would simplify each of them. For Patient Offense, I would drop the second part of the feature as not all DMs use the optional rules for disarming attacks. For Calming Ki, I would also drop the last two paragraphs. Calming Ki also feels problematic in that it removes the opportunity for the attacking creature to make an attack roll and therefor removes the chance that it could naturally crit. It also works on both ranged attacks and spell attacks which seems strange. Finally, I think That's Enough is too strong (it is strictly better than the Way of the Drunken Master's Drunken Frenzy ability). I would either replace it entirely, add a ki cost to it, or limit its uses per rest.