Base Class: Monk
Monks of the Way of the Open Hand are the ultimate masters of martial arts. Hands, feet, elbows, and knees. Every part of the body is a deadly instrument of war to the followers of this monastic tradition. Armed with techniques to control their foes and deal swift, unerring blows, these monks consider their very bodies to be the purest expression of mortal strength and will.
Open Hand Technique
Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
- It must succeed on a Dexterity saving throw or be knocked prone.
- It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
- It can’t take reactions until the end of your next turn.
- It must make a Constitution saving throw. On a failed save, it has disadvantage on the next ability check it makes before the end of your next turn.
Mind over matter
Your training allows you to momentarily surpass the limitations of the flesh through sheer force of will. When you fail a Strength, Constitution or Dexterity check or saving throw, you can add one roll of your Martial Arts die to the check or saving throw, potentially turning failure into success.
Once you use this feature, you can’t use it again until you finish a short or long rest, unless you spend 2 ki points to use this feature again.
Wholeness of Body
At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.
Open hand mastery
Your Martial Arts feature now allows you to add an additional martial arts die of damage whenever you hit a creature with an unarmed strike. This feature can be used only once per turn.
Open hand techniques have been strengthened in the following ways:
- It must make a Dexterity saving throw. On a failed save, you can either knock the target prone or force it to drop one object of your choice that it is holding, which lands at its feet.
- It must make a Strength saving throw. On a failed save, you can push the target up to 15 feet away from you, and it has disadvantage on its next attack.
- It must make a Constitution saving throw. On a failed save, it has disadvantage on the next ability check or saving throw it makes before the end of your next turn.
- It can't take reactions and is deafened until the end of your next turn.
Quivering Palm
At 17th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.
You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.
Previous Versions
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2/27/2023 9:48:01 PM
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2/27/2023 11:15:00 PM
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Coming Soon
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