Base Class: Monk
Your Monestary Order was created to protect something, knowledge like the Shaolin, perhaps Travelers like Knights Hospitaller. What ever your order was created to protect you are expected to do much with very little, you are expected to commit yourself to the cause beyond the regular bounds of promises, your entire being is committed to the Way set out by your Founding.
When first creating an Order Militant Monk you should choose or roll on the following table and pick two foundational tenants, if you ever break one of these you must do significant penance, if you break both without doing penance then you are ejected from the Order and may not advance any further within it's teachings.
Every two levels gain an additional Vow.
1. I will give the one I am protecting any wealth or comfort that does not compromise my ability to continue to protect them.
2. I will not allow the one I protect to become dependent on me any further than they were when we met.
3. I will never betray my protected ones Secrets or confidence.
4. I will never teach the skills I learn from my Temple until I am given permission.
5. I own nothing, I use only things given to me and I will let them go without avarice or jealousy.
6. I will never become intoxicated willingly or by laxity.
7. I will never Lie deliberately.
8. I will not willingly pro create.
9. I will obey my teachers.
10. I will not rest (short or long) until I have practiced my kata's
11. I give no promises to anyone other than my Temple.
12. I will follow no Gods
Arsenal
When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons.
Militant Order Weapons. Choose two types of weapons to be your Militant Order weapons: one Pole Arm weapon and one Ranged weapon. You gain proficiency with these weapons if you don’t already have it.
Agile Parry. If you make an unarmed strike as part of the Attack action on your turn and are holding a Militant Order weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.
Militant Order Shot. You can use a bonus action on your turn to make your ranged attacks with a Militant Order weapon more deadly. When you do so, any target you hit with a ranged attack using a Militant Order weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn.
Practiced Actions
For one Ki Point At Levels 3, 5 and 7 you may add the following Actions.
Scorpion Spear allows you to attack two opponents consecutively as long as they are within the weapons reach, each is a separate Attack Roll.
Use this ability once per short rest.
Twice Struck - You send two arrows to the same target, two separate hit rolls to determine if your arrows have both struck home.
Finger of God - You pull back an unnatural amount, your bow can barely take it, but for one shot you may double max range at no disadvantage.
Advanced Practice Actions
For 1 Ki Point At Levels 9, 13, 16 you may add the following Actions.
Flurry of Bo's At level 9, For 1 Ki point As long as the target is one you have previously struck this round with your Scorpion Spear Ability, you may strike them again.
I am the Whirlwind At level 13 For one Ki Point You may now choose to either strike a third time at a target that you have previously attacked in this round with Twice Struck Ability or to launch a second projectile at a target you have previously targeted with Finger of God Ability.
Combat Flow At level 16 for 1 Ki Point You can now divide six strikes to any targets you can reach with your Pole Arm this round or launch 4 arrows split between any targets within range.
Combat Flow
At level 16 for 1 Ki Point You can now divide four strikes to any targets you can reach with your Pole Arm this round or launch 3 arrows split between any targets within range.
These strikes are in addition to the Initial Scorpion Spear and Hurricane Bow
Finger of God
Finger of God - You pull back an unnatural amount, your bow can barely take it, but for one shot you may double max range at no disadvantage.
Flurry of Bo's
At level 9, For 1 Ki point As long as the target is one you have previously struck this round with your Melee Weapon, you may strike them again.
This is extra on top of Scorpion Spear
I am the Whirlwind
At level 13 For one Ki Point You may now choose to either strike a third time at a target that you have previously attacked in this round or to launch a second projectile at a target you have previously targeted. This is in addition to Hurricane Bow shots.
Scorpion Spear
For 1 Ki point Scorpion Spear allows you to attack two opponents consecutively as long as they are within the weapons reach.
Twice Struck
For 1 Ki point
Twice Struck - You send two arrows to the same target, two to hit rolls to determine if your arrows have both struck home.
Defensive Bracers
In place of a Shield you have super thick or strong bracers, they count as a +2 Shield but this does not impart Shield proficiency, instead you are well trained at putting your bracers between you and danger, if you lose your Defensive Bracers, the abilities accrued are non functional until you get them back.
At level 7 these bracers are now a Magic Item for the purpose of destructive resistance.
As time goes on, this defense moves from being purely physical rejection of damage to magical rejection of damage, this you can activate with Ki Points
Options a player can choose from are granted at levels 8, 12 and 16
Resistance to Bludgeoning, Slashing and Piercing Damage.
Resistance to Force Damage
Resistance to Psychic Damage
Resistance to Elemental Damage
Resistance to Psychic Damage
Resistance to Radiant Damage
Resistance to Acid Damage
Balanced Soul
Resistance to Radiant and Necrotic Damage
Brace Yourself
Resistance to Force Damage
Elemental Brace
Resistance to Elemental Damage
Enhanced Defense
Resistant to Bludgeoning, Slashing and Piercing Damage
Magic Defensive Bracers
Your Bracers now count as a Magical Item for the purpose of durability and destruction
Mind Fortress
Resistance to Psychic Damage
Pristine Appearance
Resistance to Acid Damage
Sharpen the Self
Sharpen the Self
It's not enough to defend, you need to know when the danger is coming. So you devise and learn a number of strategies to cope with understanding your environment.
You may take the following actions once per Long Rest.
Parapet: If you have 5 mins or more you may take objects in your immediate area and use them to create a fortified position, all attacks coming at your group while you remain in your fortified position are at disadvantage.
Body Guard: Designating a character as your protected individual, you may interpose yourself between all dangers and use your Reaction to defend them as if they were you for one Turn, you may extend this to additional turns for 1 Ki Point per turn within the same Combat Scene. You must take a long rest before using this feature again.
Sharpen the Senses: You quieten yourself and for 1 Ki point you may engage all of your senses to gather information, make a roll for seeing, smelling, hearing, temperature and vibration. Roll 1 D20 5 times, add the scores together and divide by 5 for your average, and add your Intelligence or Wisdom modifier.
Field Medic - You Gain Medicine Proficiency
Infiltration and Extraction
Sometimes we fail at protecting our assignment and in those moments your Monastery goes into retrieval mode.
You gain the proficiencies that allow you to get in, extract a target and leave without being seen.
You may pick one each of the flowing at levels 17, 18, 19, 20
Stealth proficiency
Poisoner's Kit
Persuasion Proficiency
Disguise Kit
Thieves Tools
Deadly Poison - Poisoner's Kit
A death? A sleep? Even a little enhanced pleasure is something you can now bottle.
You have a Maximum of 10 x D10 damage/effect to work with for potency , you are the creator though, you may reduce it.
Effects you may attempt.
Muscle Lock, Death, Vomiting, Diarrheia, Exhaustion, hiccups, blindness.
Peace Talks - Persuasion
Sometimes Persuasion is the best option and you have had enough practice at it by now.
Royal Mark - Forgery
Your skills with the Calligrapher's Brush allow you to create documents that pass inspection
Gain Proficiency with the Forgery Kit.
Thieves Tools
Proficiency Thieves Tools
Walls Are Like Roads - Stealth
Walls are like roads
You are good at silently climbing, running, and hiding
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