Monk
Base Class: Monk

Monks who master the Way of the Living Weapon have honed their bodies to the extremes, even using ki to manipulate their appendages to better suite their combat style.

Ki Mutation

Beginning at 3rd level, you can manipulate your body with ki before attacking, choosing one type of damage; bludgeoning, slashing, or piercing. Your Unarmed Strike deals damage of the chosen type instead of bludgeoning. 

Your Unarmed Strikes also now count as Natural Weapons and deal 1 additional damage of the chosen type.

At 9th level and again at 16th, this additional damage increases by 1.

Martial Discipline

Monks who practice the Way of the Living Weapon often focus on one of two things: their physical prowess or the strength of their ki.

 

Discipline of Ki

Starting at 3rd level, as a Bonus Action, you can use 1 ki point to extend the reach of your Unarmed Strikes by 5 ft for 1 minute.

 

  • At 11th level, this feature changes to as follows:

As a Bonus Action, you can use 2 ki points to extend the reach of your Unarmed Strikes by 10 ft for 1 minute. In addition, once per turn for the duration, when you hit a creature with an Unarmed Strike, you may deal additional Force damage equal to one roll of your Martial Arts Die.

 

Discipline of the Body

Starting at 3rd level, you can also expend 1 ki point after hitting a creature with an Unarmed Strike to force them to make a Strength Saving Throw against your Ki Save DC. On a fail, they take additional Force damage equal to one roll of your Martial Arts Die and get either knocked prone or pushed back 10ft if they are size Large or smaller. On a successful save, nothing happens.

 

  • At 11th level, this feature changes to as follows:

After hitting a creature with an Unarmed Strike, you can spend 2 Ki Points to force them to make a Strength Saving Throw against your Ki Save DC. On a fail, they take additional Force damage equal to 2 rolls of your Martial Arts Dice and get either knocked prone or pushed back 15ft. On a successful save, they take half damage but suffer no other effects.

Manifest Blow

Starting at 6th level, you can use a Bonus Action and expend up to 5 ki points to force every creature within 10 feet of you to make a Wisdom Saving Throw against your Ki Save DC. 

On a fail, each creature takes Force damage equal to one roll of the Martial Arts Die per ki used. On a success, they take half damage.

 

In addition, you gain a bonus to your AC equal to half the ki points used by Manifest Blow (rounded up) for 1 Minute. This bonus does not stack with other uses of Manifest Blow and ends if you fall unconscious or become incapacitated.

Ki Reclaim

Beginning at 11th level, when your Ki Points reach 0, you can use your reaction to regain one rolls worth of your Martial Arts Die of lost ki. You can use this feature once before you must take a short rest to use it again.

Manifest Perfection

At 17th level, you gain the following benefits:

  • You gain Proficiency in the Athletics and Acrobatics skills; if you are already Proficient, you instead gain Expertise in that skill.
  • When you roll for Initiative, you can add your Wisdom modifier to the result as well.


Manifest Chaos

Beginning at 17th level, you also gain the following:

  • When a creature succeeds against your Ki Save DC, you can use your reaction to force it to reroll the save, potentially turning a success into a failure.
  • Whenever another creature within 30ft of you makes an Attack or Ability Check Roll, you can spend 2 Ki Point to force a reroll, taking the lowest roll. You can use this ability once per turn.

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