Base Class: Monk
A true "Martial" artist and a master of fighting techniques.
Techniques
Starting when you choose this tradition at 3rd level, you learn Techniques that are fueled by your Ki Points and use your Martial Arts dice.
Techniques: You learn three techniques of your choice, which are detailed under “Techniques” below. Many techniques enhance an attack in some way. You can use only one technique per attack.
You learn two additional techniques of your choice at 5th, 7th, 10th, and 15th level. Each time you learn new technique, you can also replace one technique you know with a different one.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the techniques effects. The saving throw DC is your Ki save DC.
Ambush
When you make a Dexterity (Stealth) check or an initiative roll, you can expend one ki point and add a martial arts die to the roll, provided you aren’t incapacitated.
Bait and Switch
When you’re within 5 feet of a creature on your turn, you can expend one ki point and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks.
Roll a martial arts die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
Brace
When a creature you can see moves into your reach for a melee attack, you can use your reaction to expend one ki point and make one melee attack against the creature. If the attack hits, add a martial arts die to the damage roll.
Commander’s Strike
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend a Ki point. That creature can immediately use its reaction to make one weapon attack, adding a martial arts die to the attack’s damage roll.
Commanding Presence
When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one ki point and add a martial arts die to the ability check.
Disarming Attack
When you hit a creature with any melee attack, you can expend one ki point to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add a martial arts die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Distracting Strike
When you hit a creature with any melee attack, you can expend one ki point to distract the creature, giving your allies an opening. You add a martial arts die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Evasive Footwork
When you move, you can expend one ki point, rolling a martial arts die and adding the number rolled to your AC until you stop moving.
Feinting Attack
You can expend one ki point and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next melee attack roll against that creature this turn. If that attack hits, add martial arts die to the attack’s damage roll.
Goading Attack
When you hit a creature with any melee attack, you can expend one ki point to attempt to goad the target into attacking you. You add a martial arts die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Grappling Strike
Immediately after you hit a creature with a melee attack on your turn, you can expend one ki point and then try to grapple the target as a bonus action (see the Player’s Handbook for rules on grappling). Add a martial arts die to your Strength (Athletics) check.
Lunging Attack
When you make a melee weapon attack on your turn, you can expend one ki point to increase your reach for that attack by 5 feet. If you hit, you add a martial arts die to the attack’s damage roll.
Maneuvering Attack
When you hit a creature with any melee attack, you can expend one ki point to maneuver one of your comrades into a more advantageous position. You add a martial arts die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Menacing Attack
When you hit a creature with any melee attack, you can expend one ki point to attempt to frighten the target. You add a martial arts die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Parry
When another creature damages you with a melee attack, you can use your reaction and expend one ki point to reduce the damage by the number you roll on your martial arts die + your Dexterity modifier.
Precision Attack
When you make a melee attack roll against a creature, you can expend one ki point to add a martial arts die to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Pushing Attack
When you hit a creature with any melee attack, you can expend one ki point to attempt to drive the target back. You add a martial arts die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Quick Toss
As a bonus action, you can expend one ki point and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add a martial arts die to the weapon’s damage roll.
Rally
On your turn, you can use a bonus action and expend one ki point to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to a martial arts die roll + your Charisma modifier.
Riposte
When a creature misses you with a melee attack, you can use your reaction and expend one ki point to make a melee attack against the creature. If you hit, you add a martial arts die to the attack’s damage roll.
Sweeping Attack
When you hit a creature with a melee attack, you can expend one ki point to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, roll a martial arts die, and it takes damage equal to the number you roll on it. The damage is of the same type dealt by the original attack.
Tactical Assessment
When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one ki point and add a martial arts die to the ability check.
Trip Attack
When you hit a creature with a melee attack, you can expend one ki point to attempt to knock the target down. You add a martial arts die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Insightful Ki
At 6th level, you gain the ability to see and read the ki of others around you.
As an action, you can spend two ki points, and for the next minute you can see and even read the internal ki of anyone within 30ft.
For the duration, you gain a 30ft blindsight, and you can learn the surface thoughts of creatures (what is most on their mind in that moment) in the area.
Disruptive Ki
Beginning at 11th level, your control over ki in combat can now disrupt the flow of ki in others.
When you use a technique that would force a creature to make a saving throw, you can spend two additional ki points to cause disadvantage.
Overpowering Ki
At 17th level, many of your techniques feel more powerful in combat as your combat instincts make channeling your ki almost too easy at times, causing an overflow of ki.
Whenever you use a technique that requires you to roll a martial arts die, if you roll the highest possible number on that die, you can add another martial arts die to the roll.
Previous Versions
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