Monk
Base Class: Monk

There are Monks of unreachable power, Monks as agile as a few, as fast as the wind, some are so patient as to see time go by, while others are able to become untouchable due to their flexibility. The Monks who follow this Way are able to master all these styles of combat, always putting themselves at stake to save the weakest, becoming Popular Heroes and protagonists of Legends.

Furious Five

At level 3 the Monk can choose a Combat Stance by paying 1 Ki point as a Bonus Action. The Combat Stance can be kept until the end of the fight, or changed for the cost of 1 Ki point. If the Monk ends up with 0 health points he loses the Combat Stance

Tiger Stance: If the Monk chooses this Stance, he gains the power of the Tiger. The Monk gains advantage on the first roll to hit against any enemy. In addition, his unarmed strikes are considered slashing instead of Bludgengoing and he can make an extra attack with the Flurry of Blows.

Monkey Stance: If the Monk chooses this Stance, he gains the agility of the Monkey. The Monk gains the Disengage chance once he makes his Action. During the enemy's turn, if the enemy fails the roll to hit, the Monk can make an attack of opportunity.

Crane Stance: If the Monk chooses this Stance he is able to control the power of the winds. The Monk using this Combat Stance increases the range of his Unarmed Strike by 5 ft. If the Monk uses Flurry of Blows in this form, the enemy must pass a Dexterity saving throw (DC 8+Dexterity Modifier+Proficiency bonus), if he fails he falls prone.

Mantis Stance: If the Monk chooses this Stance he is able to control the Mantis' calmness. If a Monk uses Patient Defense, he gains HP equal to his Martial Arts die + his Wisdom modifier.

Viper Stance: If the Monk chooses this Stance he becomes impregnable like the Viper. If an enemy's hit roll is successful, the Monk may roll a Martial Arts die as a Reaction and use the result to reduce the opponent's hit roll. When dodging a blow while using this Combat Stance, the Monk can grapple the enemy as a reaction without passing an ability check. In order to free himself, the enemy must make an opposing Strength (Athletics) or Dexterity (Acrobatics) test; the Monk can may make a roll on Acrobatics instead of Athletics to maintain the enemy's condition

Inner Peace

At Level 6, by spending 2 Ki Points as Bonus Action the Monk have advantage on saving throws against being charmed and fear. for the duration of one hour. Moreover, the Monk who has reached Inner Peace, no longer needs to sleep, in order to have a Long Rest, the Monk can spend 4 hours in Meditation.

Master of the Furious Five

At Level 11 the Monk improve his Stance:

Tiger Stance: Now the Monk is as fierce as the Tiger. By spending 1 additional Ki point, he is now able to make two more attacks with his Flurry of Blows, provided that at least one blow is on a different enemy.

Monkey Stance: The Monk is now as agile as the Monkey. If the Monk Disengages, his base speed doubles until the end of his next turn, as long as he maintains Monkey Stance until the end of his next turn.

Crane Stance: The Monk is now able to dominate the winds like the Crane. Even if the Flurry of Blows didn't hit the enemy, he must still pass a Dexterity saving throw, if he fails he falls prone.

Mantis Stance: The Monk has reached the calm of the Mantis. When using this Stance, the Monk is able to remove the condition of: Blinded, Deafened, or Paralyzed. He can also end a Disease, provided he passes a Wisdom saving throw (DC 15).

Viper Stance: Now the Monk is as deadly as the Viper. If the Monk hits with both attacks of his Flurry of Blows he can impose the Poisoned status to the enemy.

Kung Fu Master

The Monk has become the Supreme Master of Martial Arts. By spending 8 Ki points the Monk can deliver a Hit that can project the Enemy into the Astral Plane. The enemy must pass a Wisdom Saving Throw, DC 8+Wisdom modifier+proficiency bonus, if he fails he is projected into the Astral Plane, if it exceeds it suffers 8d10 of Radiant damage. To return to the Home Plane the enemy must pass three Death Saving Throws, if he fails his Silver Cord is severed, if he passes he returns to the Home Plane. The Monk can decide to let the enemy return whenever he wants.

The Monk can use this ability once per Long Rest.

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