Base Class: Monk
A certain study of some monks is to tattoo or Mark their bodies with weapons that they can use in battle. This practice makes two marks anywhere on the right side of their body. The color of the Mark is unique to the monk, and where it is placed. The whip mark is usually a line wrapped around the body, and the Iris mark is usually a mark of a round circle or in some cases a flower. Once the mark has been placed, the monk can then summon this mark to become a tool in battle. The wrapped cord becomes a whip made of energy. The round circle or flower becomes a shield of energy protecting the monk. They are diverse in attack and defense making them useful in helping control a fight, swapping between the tool that most aids them
Summon Marks
Energy Marks. At level 3 You can summon your marks to become pure weapons in battle. You may only use one weapon at a time, each weapon must be summoned as a bonus action.
Energy Whip. Your whip tattoo comes to life and can be summoned to use as your weapon in battle. As a bonus action you may spend two Ki points to activate your whip into your hand, if you use this whip to attack you may then attack with it as a bonus action. The whip acts as your unarmed strike and any abilities with your unarmed strike can be used with your whip instead. Once activated you can dismiss and summon it for free as a bonus action until your next short rest.
Energy Shield - Iris. As a bonus action on your turn you may spend two Ki points to activate you Iris shield. This shield grants you a +2 to your AC. Once activated you can dismiss and summon it for free as a bonus action until your next short rest. This Shield does not count against your unarmed defense but adds to this
Whip Master
At level 3 while you are wielding your whip, other creatures provoke an opportunity attack from you when they enter your reach.
Whip Grapple
At level 6 when you hit with an attack using your whip for an attack roll of 20 or higher and apply your damage on you turn, you may choose spend your reaction to restrained the creature using the whip. On the creature's turn it must use its action to break free of your whip. It must pass a Strength saving throw DC15 or attack with whip itself AC15 Hp1. If it succeeds at this the whip becomes broken or cut, but it can regrow back to its original from at the end of your turn
If you start your turn with a creature restrained on your whip, you may choose to spend your action to apply your weapon damage, instead of attacking. You may choose to end this effect on your turn as a bonus action.
Shield Jump
At level 11 when you have your Energy Shield active in your hand, and when an attacker has landed an attack on you but before you receive damage. You may choose to spend 2 Ki points as a reaction to teleport 60ft away in any direction from the attack. You may only do this the amount of time equal to your Wisdom modifier per short rest
Fury Attack
At level 17 Your whip may make two attacks in one attack action, roll for each attack







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