Monk
Base Class: Monk

Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm.

Open Palm Technique

Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. You gain proficiency in the Insight and Acrobatics skills if you don't already have it. Whenever 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:

  • 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.
  • It must succeed on a Strength saving throw or be disarmed of one object of your choice that it is holding. The object lands at the creature’s feet.

Empowered Strikes

You hone your mastery over infusing your ki into your techniques. At 3rd level you gain a +2 bonus to attack and damage rolls with unarmed strikes. This bonus increases to +3 at 17th level.

Wholeness of Body

At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You can use this feature a number of times equal to half your proficiency bonus (rounded down). You must finish a long rest before you can use this feature again.

Graceful Mastery

At 6th level your every step is placed with practiced ease and grace.

Fleet Step. You can use your bonus action to Step of the Wind without expending a ki point.

Leap to Your Feet. When you’re prone you can stand up by spending 5 feet of your movement, rather than half your speed.

Unfettered

At 11th level your every step is placed with practiced ease and grace. Your movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the your speed nor cause the target to be paralyzed or restrained.

Additionally can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, you have advantage on Wisdom checks and saving throws.

Quivering Palm

At 17th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.

You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.

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