Monk
Base Class: Monk

Out of battle, the Way of Amity monk will strive to use their abilities to read people and their languages to maintain peace to the best of their abilities. Always on the look out for a hand in need, and ready with tea and a friendly ear to listen, these nomads travel and seek only to help those who ask for it. 

When pushed to the brink, however, the monks are like all others; well-trained, disciplined, and deadly. The Way of Amity involves teachings of diffusion through not only words but attacks. As quickly as they can disarm ones ill-intent, these monks can disarm a weapon from the hands of any capable warrior. Mid battle, they will still attempt to resolve the issue with words, not just fists. And even if the battle reaches an end, these monks will tend to restrain their hits to subdue an opponent, instead of killing them. 

 

Focusing on restraining, debilitating, and hold opponents, tenants of the Way of Amity strive to make sure no matter the conflict, everyone walks away alive and better than they were. 

Disciplined Composure

Starting at 3rd level, whenever a creature misses you with an attack that has disadvantage (such as those taken against you while you are in Patient Defense) you may spend your reaction to attempt to disarm the creature. The creature must succeed a Strength Saving Throw against your Save DC (8 + Proficiency Bonus + Wisdom Modifier) or lose their grip on the weapon they attacked you with. As part of the reaction, you can throw the weapon up to a distance of 5 times your monk level in any direction.

If you have already spent your reaction, you can use a Ki point to use this feature. 

Wise Tongue

Also at 3rd level, you gain proficiency with the Intimidation and Persuasion skills, and you choose one of these skills to add your Wisdom modifier to. 

Bonded Soul

Beginning at 6th level, you can use your bonus action to attempt to reason with a target within 30 ft. that can see and hear you. You and the creature must share a language in order to communicate. The target must succeed a Wisdom Saving Throw against your Save DC, or be charmed by your and your allies. If the target has taken damage this round of combat, they will make the save at advantage. 

True Empathy

Starting at 11th level, anytime you have spoken to a target within the last round of combat, that target has disadvantage on all saving throws they make against you. This can only effect one creature at a time, and lasts for a minute. This can only effect the same creature a number of times equal to your Proficiency Bonus per day.

Wiseman's Swagger

Also at 11th level, your understanding of the world and the creatures in it has granted you unique insights on how to interact with anyone you meet.

You can now add your Wisdom modifier to all Charisma Skill Checks. 

You also make all Wisdom (insight) checks at advantage when reading how someone is interreacting directly to you. 

Tranquil Strike

Beginning at 17th level, you now can now perfectly balance your strikes between non-lethal and lethal with impressive and incredible precision. Any non-lethal attacks you make will score a critical hit on a 19 or 20, and anytime you reduce a creature to 0 hit points non-lethally, you regain 2 Ki points. The target will become stable at 0, and will wake up a number of hours equal to 5 times your Wisdom Modifier.

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12/31/2022 6:53:03 AM
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