Base Class: Monk
Monks of the Way of the Guardian are devoted to focusing their ki in order to protect and comfort those who live peaceful lives, as well as instill fear in those who would harm others. They learn techniques to frighten would-be assailants, influence those around them with wise words, and protect themselves from harm.
Deflect Melee Attacks
Starting at 3rd level, whenever you or an ally within five feet of you are hit by a melee attack that deals piercing, bludgeoning, or slashing damage, you can choose to use your reaction to reduce the damage taken from the attack by 1d10 + your Dexterity modifier + your monk level. You can use this ability a number of times per long rest equal to your Dexterity Modifier (minimum 1 use). You cannot benefit from this ability if you are incapacitated.
If you reduce the damage to 0, you can as part of the same reaction, redirect the attack against a target of your choice within 5ft of you, using the original attack roll's result. If the attack hits the new target, it deals damage equal to your Martial Arts Die plus your Dexterity Modifier.
Calming Presence
Starting at 3rd level, you can use your ki to duplicate the effects of certain spells that comfort and influence those around you. You can spend 2 ki points to cast Calm Emotions, Detect Thoughts, Suggestion, or Healing Word at 2nd level without providing material components. Wisdom is your spellcasting modifier for these spells. Additionally, you gain the Guidance cantrip if you don’t already know it.
Guardian Strikes
Starting at 6th Level, once per turn when you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
Distract: The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Goad: The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the start of your next turn.
Shield: You or another creature within 5 ft of you (your choice) gains +2 bonus to AC against the target's attacks until the start of your next turn.
Improved Guardian Strike
Starting at 11th level, your guardian strikes improve. When you hit a creature with a guardian strike, it deals an additional 1d8 force damage. This damage increases to 2d8 when you reach 17th level in this class. Additionally, you gain new options for the effect you impose on the target. To use one of these special options, you must expend 1 ki point.
Slow: The target's speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions until the end of your next turn.
Blind: The target is blinded until the end of your next turn.
Untouchable Defense
Starting at 17th level, your number of uses for Deflect Melee Attacks is no longer restricted by you Dexterity Modifier. You may use it so long as your reaction is available.
Additionally, you can now use it to reduce any type of damage, not just bludgeoning, piercing, and slashing.
Previous Versions
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