Monk
Base Class: Monk

Monks of the Way of the Scorpion are nomadic warriors from the Anauroch desert. Their order lives in relative isolation, focused on mastering their “Purity of Breath”, the universal energy that powers both the smallest flute and the fiercest dust storm. Their pursuit of virtue often leads them into direct confrontation with evil and corruption, forcing them to train relentlessly with weapons until they become an extension of their body. Monks of this order are revered for their inner poise, balance and quickness - the strike of the scorpion is deadly.

Disciplines of the Desert

Starting when you choose this tradition at 3rd level, you gain 3 disciplines from those listed below. You gain an additional discipline at 7th level and 11th level.
Note: When you gain a level, you can swap 1 discipline. This change represents a shift of focus in your training and meditation, causing you to lose the benefits of one discipline and gain the benefits of the other.
Sting of the Viper. While wielding a melee or ranged monk weapon, as a bonus action, you can spend 1 ki point to gain advantage on your attack rolls this turn. If an attack hits, roll your Martial Arts die and add it to the attack’s damage roll.
Poised Defense. As a reaction to being hit by a melee attack, you can spend 1 ki point roll to reduce the damage by your Martial Arts die roll + your Dexterity modifier. To perform this feature you must not be grappled or incapacitated.
Crushing Claw. When you successfully start a grapple, you can spend 1 ki point to deal bludgeoning damage to the grappled creature equal to your Martial Arts die. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.
Eyes of the Scorpion. As a bonus action, you can spend 1 ki point to gain blindsight for 1 minute, with a 30 foot range. Creatures within the radius, cannot benefit from being invisible. Blindsight lets you spot an invisible creature in range, but that creature can still try to hide behind something with Stealth.
Strike of the Sand Snake. As a bonus action, you can spend 1 ki point, and for 1 minute while wielding a monk melee weapon, other creatures provoke an opportunity attack from
you when they enter your reach.
Shifting Sand. If you haven’t moved yet on your turn, you can take a bonus action to teleport up to 10 feet per ki point spent (minimum 1, maximum 6) to an unoccupied space you can see, and your speed is reduced to 0 until the end of the turn.
Danger Sense. As an action, you can spend 1 ki point to gain momentary foresight to avoid damage or injury. For 1 minute you have resistance to damage dealt by traps, and you may apply a Martial Arts die roll once, to a saving throw or ability check. You can apply the Martial Arts die roll before or after making the saving throw or ability check.
Shell of the Scorpion. If you’re not wearing armor, as a bonus action, you can expend 1 ki point to sheathe your skin in a hardened carapace. For 1 minute, you gain a +2 AC bonus, and in dim light or darkness your skin glows with a fluorescence, creating dim light in a 10 foot radius, centered on you. The fluorescence imposes disadvantage on your stealth checks and you can’t benefit from being invisible.

Fierce Nomad

At 6th level, you can choose one of the following features:
Breath of the Desert, or Stinging Strike.
Note: When you gain a level, you can swap features. This change represents a shift of focus in your training and meditation, causing you to lose the benefits of one feature and gain the benefits of the other.
Breath of the Desert. As an action, you may expend 2 ki points and extend your ki into a powerful telekinetic force. At a point you can see within 60 feet, you create a 10 foot radius sphere of whirling air, dirt and/or sand. Objects in the sphere that are neither held nor carried and weigh no more than 1 pound will be picked up into the swirling air. The sphere remains for 1 minute, and requires concentration. The area within the sphere is considered difficult terrain, and each creature in it when it appears or that ends its turn there must succeed on a Strength saving throw (DC 8 + proficiency bonus + Wisdom modifier) or take 2d6 bludgeoning damage, and suffer the blinded condition. On a successful save, the creature takes half as much damage, and isn’t blinded.
Stinging Strike. When you roll a 1 or 2 on a damage die for an attack you make with a monk weapon or an unarmed strike, you can reroll the die and must use the new roll, even if thenew  roll is a 1 or 2.

Last Gasp

At 11th level, when you have no ki points remaining, you can perform a ritual chant to catch your breath and regain ki points equal to a roll of your martial arts die. While reciting the chant you can only perform the dodge or disengage action. When complete, you suffer one level of exhaustion.

Strike of the Scorpion

At 17th level, you can channel your ki into your monk weapon for a crippling attack. When you hit another creature with your monk weapon, the target must succeed on a Constitution saving throw or be paralyzed until the end of your next turn. save DC = 8 + proficiency bonus + number of ki points expended (min. 2).

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