Monk
Base Class: Monk

Monks of the way of the martial master value versatility and mobility above all else. They learn specific fighting styles that help augment their battles and are more of a mix of martial arts than just one specific style of fighting.

Master's Knowledge

Starting when you choose this tradition at 3rd level, your master has taught you many things and you remember their teachings. You gain proficiency in improvised and martial weapons. Along with a combination of 2 skills or tools of your choice.

Combat Techniques

You can choose from a variety of techniques available to you. You can change them when you level up. You learn 5 techniques of your choice, and you gain an additional 3 at 6th, 11th and 17th level.

You can only use one technique in a turn, unless the features of one technique carries over to the next.

Armour Piercer - 2+ Ki Points

You can reduce a creature’s armour class by 1 for every 2 ki points you use on this ability.

This reduction lasts until the end of your next turn.

Conqueror's Soul

You can add your Proficiency Bonus to damage rolls made with your Unarmed Strikes.

Dashing Strike - 2 Ki Points

As an action, you can move to an empty location within 30 ft of you. Each creature within 10 ft of where you moved to, must make a Strength saving throw or take 6d6 bludgeoning damage.

You can use this action only if you haven’t moved during this turn, and after you use the action, your speed is 0 until the end of the current turn.

Deflect Blows - 0+ Ki Points

When you are hit by a melee weapon attack, you can use your reaction to deflect the blow. When you do so, the damage you take from the attack is reduced by 3d6.

If you reduce the damage to 0, you can spend a ki point to make an unarmed strike as part of the same reaction.

Fist Of Fear - 0+ Ki Points

Once per turn, you can replace an unarmed attack you made with this attack: Make an unarmed strike that deals psychic damage instead of bludgeoning damage.

Additionally, you can spend 1 ki point to force the creature to make a Wisdom saving throw. On a failed save, the creature is frightened of you until the end of your next turn.

Flesh Before Steel - 1+ Ki Points

When you hit with an unarmed strike, it deals 2d6 extra bludgeoning damage. You can increase this damage by 1d6 for every 1 ki point you spend.

Flying Dragon - 1 Ki Point

When you use your Step of the Wind, you can spend 1 ki point to immediately launch yourself 15 ft in a straight line to an empty location. 

Intercepting Palms - 1 Ki Point

You can spend 1 ki point to cast warding wind.

Ki Empowered Blast

Once per turn, you can replace an unarmed attack you made with this attack:

You shoot a blast of raw ki energy straight at a creature within 30 ft, it must make a Strength saving throw or be pushed 10 ft back. 

 If its saving throw result is 5 or lower it is also knocked prone.

Legendary Resistance - 2 Ki Points

You can use your reaction to succeed on a saving throw.

Lightfoot - 1 Ki Point

When a creature damages you with a melee attack, you can use your reaction to move 10 ft away from a creature.

Moving in this way does not opportunity attacks.

Palm Of Justice - 2 Ki Points

As an action you can spend 2 ki points to cast bestow curse or remove curse. These spells both have a range of touch.

Pressurised Palm - 2 Ki Points

When you hit a creature with an unarmed strike it must make a Strength saving throw, on a failure you can impose the following effects on it:

  • The creature is knocked prone
  • The creature gains disadvantage on Strength saving throws
  • The creature gains disadvantage on all attack rolls

These effects last until the end of your next turn.

Roar Of The Lion - 2 Ki Points

As a bonus action, you can force all creatures that can hear you within 30 ft of you to make a Wisdom saving throw or be frightened of you until the end of your next turn.

Snakebite - 0+ Ki Points

Once per turn, you can replace an unarmed attack you made with this attack: Make an unarmed strike that deals poison damage instead of bludgeoning damage.

Additionally, you can spend 2 ki points to force the creature to make a Constitution saving throw. On a failed save, the creature is poisoned until the end of your next turn.

Spell Breaker Punch - 1 Ki Point

When you hit a creature that is concentrating on a spell with an unarmed strike, you can immediately break their concentration.

Sweeping Tail Kick - 1 Ki Point

When you hit a creature with an unarmed strike you can force all creatures within 5 ft of you to make a Dexterity Saving Throw or be knocked prone. This creature must be one size larger or smaller than you 

Swift Strikes - 1 Ki Point

When you attack using a melee weapon that does slashing damage, you can reroll the damage die roll once per turn. Choose the higher number rolled.

If an ally is standing within 5 ft of you, you can reroll all the dice.

Tranquil Soul

You gain resistance to bludgeoning, piercing and slashing damage.

Warhammer Strikes - 1 Ki Point

As a bonus action you can make your unarmed attacks deal an additional 1d4 bludgeoning damage.

This effect lasts for 1 minute.

Whirlwind Agility

Starting at 6th level, you gain the ability to move with incredible speed and agility. As a bonus action, you can activate Whirlwind Agility. While active, you gain the following benefits:

  • Your movement speed increases by 10 ft
  • When you take the Attack action on your turn, you can spend 1 ki point to make two additional unarmed strikes as part of that action

This effect lasts for 1 minute and recharges on a short or long rest.

Raw Ki Energy

Starting at 11th level, your connection to ki allows you to manipulate its effects on others. Once per turn, when you hit a creature with an unarmed strike. You can force all creatures within 10 ft of you must make a Strength saving throw. A creature that fails the save is knocked prone.

Martial Mastery

Starting at 17th level, you are able to keep yourself in combat for long periods of time. Whenever you reduce a creature to 0 hit points, you regain 1d6 ki points.

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