Base Class: Monk
A secret Path learned through a monastery that focuses on the connection to the world and the elements.
Fists of Sol
Your fists have been honed into deadly weapons, surpassing the physical fighting prowess of other monastic traditions.
Whenever you make unarmed strikes during the Attack action (not Attacks of Opportunity, Bonus Action, or Flurry of Blows), you deal additional damage equal to another roll of your Martial Arts die in the form of
- Radiant
- Fire
- Force
In addition, you can channel Ki through your fists at a lesser rate outside of combat. You can cast the Light spell originating from your hands at will.
Bonus proficiency - Monks of your tradition often devote themselves to an aspect of the body and it’s development. You gain your choice of skill proficiency in one of the following: survival, athletics, acrobatics, or medicine.
Tempering of Emile
You can manifest your ki to protect those near you from harm, using your tempered fists and arms as cover.
You can spend one Ki point as a reaction to provide half cover to an adjacent ally within 5 feet that is being subjected to an attack or damaging effect by using your arms as a shield. In return, you partially subject yourself to the attack/effect as well. Take half of the damage from the attack if it beats your AC. If you must make a saving throw, take half damage on a failed save, none on a success.
Lo Thun’s Staggering Blows
Attacks with your fists and feet disorient and disrupt the flow of Ki within other creatures more forcefully than other monks can even fathom.
Whenever you attack with an Unarmed Strike against a creature and attempt to use your Stunning Strike feature, you can use a second Ki point to force the creature to make their Constitution saving throw at disadvantage.
Master Luang Ta’s Astral Prison
Your mastery of hand to hand combat and Ki allows you to strike in ways that pierce the very boundary of the planes. You can spend 5 Ki points to attempt to punch the Essence of a creature out of their Material body and trap it in a prison dimension of the Astral plane, or banish it back to its home plane.
The creature must make a Wisdom saving throw against your Ki save DC. If it fails, its consciousness is banished to an Astral prison, which resembles a hundred sided white diamond inside. The creature’s consciousness remains there for one hour, unless you spend a Ki point to extend the duration of the effect, 1 Ki point per extra hour.
While the creature is disembodied, its physical body is incapacitated. When a creature’s essence is released from the prison, it returns at 1 hit point.
Any creature from a different plane of existence that fails the saving throw for this feature is permanently disembodied from its physical body, with its essence sent back to its home plane.
Comments