Base Class: Monk
Monks that study the way of helping hand devote a lot of their time in self reflection to understand themselves, appreciate their capabilities, and embrace their path of growth. Their goal is to show others their own potential, or even to help others realize their foolishness. Monks that study this tradition don't believe their limitations are there to prevent them from great things, or that they are bound to living in the shadow of others they interact with. Its far more often that the monk has already determined their purpose and feels confident of the path they intend to travel to become their perfect self. Without these distractions of uncertainty, they focus on those around them to discover their own place in the universe, whether it's to gain inspiration or to shed delusions.
To do this, they've devoted a large portion of their time to studying medicine and how the properties of ki overlap with these theories. With their ability to understand how they can personally manipulate their own ki, and how their knowledge can be used to alter the natural ki of others, monks following this path are capable of using their studies to enable others as masters of their trade, or run the best chance to turn others from a misguided path.
Bonus Proficiencies
At the 3rd level, you gain proficiency in the Medicine if you don't already have it. You also gain proficiency with the Herbalism Kit. Your style and practices follow a close understanding of how ki naturally flows throughout the body and how to naturally enable it or hinder it.
Path of Guidance
At the 3rd level, your studies have helped you master the theories of medicine entwined with ki. You've accomplished this from being undistracted by doubts of self worth. You're understanding of your own abilities, limitations, path of growth, and willingness to help others discover their potential.
You gain the following abilities:
- Guidance to Success. You can use the Help action and still use your bonus action to make an unarmed strike attack with the Martial Arts ability.
- Redirecting Vitality. You can spend a ki point and make a Medicine vs the DC that an ally that has failed a saving throw to allow them to make another saving throw. If you exceed the check by 5 then the ally automatically passes the check.
At level 5, none of these abilities disable the Extra Attack feature if you spend a ki point. You can still perform one of these abilities and make an extra attack.
Helpful Hand
At 6th level, you're focused on coordination with your allies and honed your timing to react at the right moment to achieve success.
When you use the Help action and your ally successfully hits the enemy, you can roll your monk Martial Arts dice to add to your ally's damage. If you spend a ki point, as a reaction, you can also roll your Martial Arts dice to improve the helped ally's attack roll. You can wait till after your ally's d20 roll, to do this, but before the DM says whether the roll succeeds or fails.
Calm and Collected
At the 11th level, you understand not every task requires the best results and the best approach is a calm and reliable one. When you make a Medicine check, or a check with your Herbalism Kit, you can choose to take a 10 as a result.
Additionally, the mastery and routines of your trade have taught you to know how to rely on your ki to reliably collect yourself, and how to pass this energy off to others if needed. If you spend a ki point, you can use a reaction to make any ability check (including tools) or saving throw for yourself or an ally within 5ft of you a result of 10.
You can choose to do this after you roll, but before the DM determines whether the check succeeds or fails.
Harsh Lessons
At 17th level, you've learned how to read others and how to sense when they will act or the perfect moment to disrupt their focus to throw them off. When a target within your melee attack range makes a attack roll, ability check, or saving throw you can spend 3 ki points and roll your Martial Arts dice to reduce their roll by the result and you can choose to deal damage equal to the result as well. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll, ability check, or saving throw succeeds for fails, or before the creature deals its damage.
When the target fails their attack roll, ability check, or saving throw from this ability being used, you regain 1 ki point.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
1/13/2023 3:06:10 AM
|
1
|
0
|
--
|
Coming Soon
|
|
|
1/13/2023 7:57:06 PM
|
5
|
0
|
--
|
Coming Soon
|
|
|
8/4/2023 4:20:18 PM
|
28
|
1
|
--
|
Coming Soon
|
Comments