Base Class: Monk
Strength is an illusion. Adherents of the Setting Sun philosophy understand that no warrior can hope to be stronger, quicker, and more skillful than every one of their enemies. Therefore, this discipline includes maneuvers that use an adversary’s power and speed against them. Setting Sun maneuvers include throws and imitative strikes. The highest forms of the Setting Sun require an adept to empty themselves of preconception and impulse to become a hollow vessel unhindered by want.
Counter Charge
This technique is granted at 3rd level.
When a creature moves at least 10 feet before making a melee weapon attack against you, you can initiate this technique as a reaction. You can not initiate this technique on a creature more than one size larger than you. You make a Strength (Athletics) check or Dexterity (Acrobatics) check against the attacker’s Strength (Athletics) or Dexterity (Acrobatics) check. If your result is higher than the target’s, then the triggering creature must reroll the d20 made to attack and use the lower roll. After the attack resolves, hit or miss, you can push the creature into an unoccupied space up to 10 feet away from you.
If the target's result is higher than yours, then the attack does not need to be rerolled, and the attacking creature is not pushed. This technique may be used a number of times equal to your proficiency bonus, and uses are restored on a short or long rest.
Mighty Throw
This technique is granted at 3rd level.
When you initiate this technique as an action, you can attempt to throw a creature. You can not throw a creature more than one size larger than you. You make an opposed Strength (Athletics) or Dexterity (Acrobatics) check against the creature’s Strength (Athletics) or Dexterity (Acrobatics) check. If your result is higher than the target’s, you throw the creature up to 10 feet away from yourself into an unoccupied space and it lands prone. This technique counts as an attack and can be used with the Martial Arts bonus action attack or Flurry of Blows.
This technique may be used a number of times equal to your proficiency bonus, and uses are restored on a short or long rest.
Baffling Defense
This technique is granted at 3rd level.
When a creature hits you with an attack you can see, you can initiate this technique as a reaction to read the attack. Make a Wisdom (Insight) or an Intelligence (Investigation) check. If the result of the check is higher than the attack roll against you, that result becomes your AC, including against the triggering attack, until the start of your next turn. This technique may be used a number of times equal to your proficiency bonus, and uses are restored on a short or long rest.
Comet Throw
This technique is granted at 6th level.
When you initiate this technique as an action, you can attempt to throw a creature. You can not throw a creature more than one size larger than you. You make an opposed Strength (Athletics) or Dexterity (Acrobatics) check against the creature’s Strength (Athletics) or Dexterity (Acrobatics) check. If your result is higher than the target’s, you throw the creature up to 10 feet away from yourself into an unoccupied space and it lands prone. Upon landing the target takes 5d6 bludgeoning damage.
If the target is thrown into another creature they stop moving at the nearest unoccupied space to the impacted creature. The impacted creature must make a Strength saving throw against your Ki save DC. On a failure the impacted creature also takes 5d6 bludgeoning damage and is knocked prone. On a success the impacted creature takes half damage and is not knocked prone. This technique counts as an attack and can be used with the Martial Arts bonus action attack or Flurry of Blows.
This technique may be used once per short or long rest. Alternatively, if you are out of uses, you may spend 3 Ki points to initiate this technique.
Feigned Opening
This technique is granted at 6th level.
When a creature uses their reaction to make an opportunity attack against you, you can initiate this technique as a reaction. When you do, you set up to punish the attack. If the creature's opportunity attack misses you, you can make an unarmed strike or a melee weapon attack against the attacker. If the attack hits you, the creature then provokes unarmed or melee weapon opportunity attacks from creatures friendly to you, if they can reach the creature who attacked you. This technique may be used twice per short or long rest.
Mirrored Pursuit
This technique is granted at 11th level.
When a creature starting within 5 feet of you moves and then stops moving, you can initiate this technique as a reaction to mirror their movement. You move to follow the creature up to the nearest unoccupied space where it stopped moving. This movement can exceed your normal speed and does not provoke opportunity attacks. This technique may be used once per short or long rest.
Ballista Throw
This technique is granted at 11th level.
When you initiate this technique as an action, you can attempt to throw a creature. You can not throw a creature more than one size larger than you. You make an opposed Strength (Athletics) or Dexterity (Acrobatics) check against the creature’s Strength (Athletics) or Dexterity (Acrobatics) check. If your result is higher than the target’s, you launch the creature in a 60-foot line as wide as the creature’s size category.
The creature strikes all other creatures in the area, takes 11d6 bludgeoning damage, and is knocked prone. The creature lands in the nearest unoccupied space at the end of the line. Each other creature in the line must make a Strength saving throw against your Ki save DC. On a failure, they take 11d6 bludgeoning damage and are knocked prone. On a success they only take half damage and are not knocked prone. This technique may be used once per short or long rest.
Hydra Slaying Strike
This technique is granted at 17th level.
Hydra Slaying Strike:
When you initiate this technique as a bonus action, the next unarmed strike or melee weapon attack you make against a creature before the end of your turn breaks the poise of the creature. If the attack hits, the creature is incapacitated until the end of its next turn. This technique may be used once per short or long rest.
Tornado Throw
This technique is granted at 17th level.
When you initiate this technique as an action, you become like a tornado tearing through the battlefield, flinging your foes around you. Until the end of your turn, your speed is doubled, you do not provoke opportunity attacks, and every time you move at least 10 feet you can attempt to throw a creature within 5 feet of you. You can throw any creature of any size.
Creatures you attempt to throw must make a Strength saving throw against your Ki save DC. If the creature fails the saving throw, it is thrown 10 feet, lands prone and takes 8d10 bludgeoning damage. This technique counts as an attack and can be used with the Martial Arts bonus action attack or Flurry of Blows.
This technique is magical. It may be used once per short or long rest.
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