Monk
Base Class: Monk

A Monastic Tradition created by monk, Hua Jin. A mix of the original teachings of The Way of Mercy from the monastery that he grew up in, and The Way of The Living Weapon, learnt from the disguised metal dragon that destroyed the monastery that took pity on Hua Jin, granting him the ability to polymorph some parts of his body.

The hybrid, takes the core factors from both the use of healing and harming attacks, mixed in with the honing of ones body and mutability of each strike and forms an amalgamation with the purpose to guide fate and destiny.

Claws of the Serpent

At Level 3, You gain the ability to turn your hands into natural weapons. Your fingertips can sharpen and your arms grow scales with the strength of adamantium. Your unarmed strikes gain the properties of adamantine weapons.

Roll unarmed attacks with your damage dice plus one size up. (Eg. 1d4 -->1d6, 1d6-->1d8)

Unarmed attacks can be slashing, piercing, or bludgeoning.

Glimpses of Mercy

At level 3, A slither of Mercy remains, the type that alleviates pain through healing or the type that ends it by death.

Choose which hand to gain first, Harm or Healing?

Hands of Harm

At 3rd level, you use your ki to inflict wounds. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to one roll of your Martial Arts die + your Wisdom modifier. You can use this feature only once per turn.

Hands of Healing

At 3rd level, your mystical touch can mend wounds. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier.

When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a ki point for the healing.

Visions of Mercy

At level 6, your training has finally returned to you, however it feels like you'll never be able to grasp it as well as the masters back at the monastery...

Depending on your choice with Glimpses of Mercy, you can choose to upgrade your Hands of Healing or Hands of Harm, or choose to wield both but in their base forms.

Duality of Mercy

You gain the use of the other Hand of Mercy, depending on your choice from before.

Physician's Touch

When you use Hands of Healing on a creature, you can also end one disease or one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned.

Venomous Touch

When you use Hands of Harm on a creature, you can subject that creature to the poisoned condition until the end of your next turn.

Slippery Scales

At level 11, your qi imbues into your skin creating metallic scales. Your scales seem to make your outline fade in and out of clear sight, and your limbs feel more nimble, making you more difficult to hit.

As a bonus action, you can add your proficiency bonus to your AC until your next turn while you have one hand free.

This can only apply to attacks that make any physical contact with the entity.

The Great Serpent's Push

At level 17. You channel the strength of the serpent into your muscles, delivering a mighty shove that could shake the heavens.

You attack a creature in your unarmed strike range, and you expend 1-10 ki points. The target must make a Constitution or Strength (creatures choice) saving throw. On a failed save the creature takes, 2d12 per ki point used and is pushed up to 50ft away from you, if the creature collides with an object or another creature during the push it is knocked prone. If the creature collides with a creature, the creature takes half the original damage (round down) and is pushed back up to 15 feet and will also be knocked prone, if the creature strikes another creature, repeat.On a successful saving throw (any), damage and distance pushed is halved, however can still be knocked prone by collision. If the creature is over 2 size groups larger or smaller than you, the saving throw is an automatic success.

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