Monk
Base Class: Monk

The Way of the Divergent Fist emerged as an offshoot of The Way of the Open Hand, with the intention of improving upon the perceived shortcomings of the latter and distancing themselves from the rigid and inflexible customs of the order.

The monks of The Divergent Fist blaze their own trails while simultaneously striving for technical mastery. Many opt to forgo the traditional garb and vestments of their counterparts and dress in normal apparel when out in the world. As a matter of fact, these Martial Artists see themselves as a flexible philosophy and martial arts template rather than a strict order. Consequently, they frequently clash philosophically and sometimes violently with other monastic traditions, particularly their cousins of The Way of the Open Hand.

Owing to their flexibility, the monks of the Divergent Fist come from diverse backgrounds, religions, and alignments. Nevertheless, their fluidity and adaptability make them some of the most formidable combatants across all realms, and unquestionably among the most capricious of the monastic warrior orders.

 

Divergent Fist Techniques

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 an the attack, you can use a ki point to 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.

Counter Techniques

At Sixth Level you gain Counter Techniques where, as a reaction, you can counter or evade an attackers melee attacks against you by:

Deflection: When another creature damages you with a melee attack you can use your reaction to counter the attack with an attack opportunity.

Riposte: Once per turn, when an attacker misses you with a melee attack you can your reaction for an attack of opportunity.

Divergent Shell: Once per turn, when a creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.

 

Restorative Ki

At 11th level, you gain the ability to heal yourself and others.

As an action, you can use one ki point to regain hit points equal to three times your monk level.

As a bonus action you can extend your Ki to heal others by casting the Cure Wounds spell. You expend one Ki point per level of healing.

 

Shatter Fist

When you hit with an unarmed strike, you can spend 3 ki points disrupt the flow of it's life force.  The creature must make a CON saving throw. If it fails, it is reduced to 0 HP. If it succeeds, it takes 10d10 force damage.

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