Base Class: Monk
The monks who follow the way of the Mali Nali believe that peace of mind along with rejection of material wealth and kindness are the way to a peaceful life. They teach a martial arts style resembling baguazhang as a way of meditation and defense for the monasteries. In the monasteries of the Mali Nali monks, The Mali Nali plant is the way of life. Majority of the plants existence in the world are credited to the monks, who spend their lives growing and smoking the herb. The monks carry a weapon called Malikai (m ah lee k eye hh) which is a staff that separates into two kamas, which they use for harvesting and trimming the Mali Nali.
Bonus proficiency
When you choose this tradition at 3rd Level, you gain proficiency in nature if you dont already have it. You've devoted your life to the cultivation and use of the Mali Nali plant. You also gain proficiency in Herbalism kits.
Fluid Defense
At 3rd level, You learn how to harness your energy to fluidly maneuver your body while awaiting for the perfect time to strike. You can use Patient defense without expending a ki point. If you take damage before the beginning of your next turn, you lose a ki point.
Calming Circle
At 6th level, you master your ability to calm and focus yourself and others. You gain the ability to cast Calm Emotions at will. You must complete a short rest before you can use this feature again. You also gain immunity from being frightened.
Mastery of Meridian
Beginning at 11th level, With your extensive knowledge of the flow of ki through pressure points, you use your blows to stop ki flow at its source. If you choose, you cause a creature to have disadvantage on their saving throw against stunning strike. On a successful save the targeted creature has advantage on melee attacks against you on their next turn.
Gentle Jab
At 17th level, With mastery of your arts you can focus your energy and deliver a series of jabs to stop the flow of ki in your enemy. You spend 1 - 10 ki points to focus the energy and when the consecutive pressure points are hit the creature must succeed a constitution saving throw. You deal 2d10 damage per ki point spent on a failed save, or half as much damage on a successful one.
Previous Versions
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