Base Class: Monk
While some monks focus on their martial prowess, or utilizing ki manipulation, Way of the Untouchable monks strive to be just that. Able to avoid damage in ways that enemies rarely expect, they strive to win their fights by outlasting their opponents instead of physical domination.
Magical Deflection
Starting when you choose this tradition at 3rd level, you can manipulate the direction of momentum around you, magical or otherwise. Your Deflect Missiles ability can also work on ranged attack rolls with spells. When used this way, you can still make the reaction attack if you reduce the incoming damage to 0. If this reaction attack hits, the damage amount is the same but the damage type changes to the type used by the spell attack.
Blockade
At 6th level, you gain the ability to defend yourself when in the way of harm. As an reaction, when you are hit by an attack from a creature within your melee range and holding a melee weapon, you can add one roll of your martial arts die plus your Dexterity modifier to your Armor Class until the end of the current turn. If this causes your Armor Class to be higher than the initial attack roll, the attack now misses.
Uncanny Flow
Beginning at 11th level, you can enter a special flow state that allows you to move with uncanny swiftness that makes you impossible to land a proper hit on, at the cost of offensive opportunity. Whenever you use your Patient Defense feature, it no longer costs a ki point, and during it's effects you are immune to critical hits. You do not gain these benefits if you've made an attack this turn, and lose them if you make an attack before the start of your next turn.
Shared Talent
At 17th level, you gain the ability to extend your untouched grace to nearby enemies at the cost of your ki. As an action, you can grant the following effects to allies (including yourself) within 30ft of you for one minute.
-At the start of their turn, they add 1d4 to their Armor Class until the start of their next turn.
-They gain a special reaction to give an enemy disadvantage on one attack roll against them.
-They do not provoke opportunity attacks the first time they exit an enemy's reach each turn. If they would exit multiple enemies' reach at once, choose one of them to be effected by this.
This ability can only be used once per long rest, and ends early if you fall incapacitated or are knocked to 0 hit points.







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