Base Class: Monk
Warriors of the Open Hand excel in unarmed combat, mastering techniques to push, trip, and manipulate their energy for self-protection.
Open Hand Technique
Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
- It must succeed on a Dexterity saving throw or be knocked prone.
- It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
- It can’t make Opportunity Attacks until the start of its next turn.
Monk Strike
Starting when you choose this tradition at 3rd level, the "Monk Strike" empowers the monk to unleash unarmed strikes, dealing 1d6 damage, progressing to 1d8 at level 5, 1d10 at level 11, and finally reaching 1d12 at level 17. This scaling damage feature reflects the monk's evolving mastery in unarmed combat, exemplifying their increasing prowess as they advance in levels.
Uncanny Metabolism
At 3rd level, Once per long rest upon rolling initiative, you can regain all your ki points as well as Hit Points equal to your class level + your Monk Strike dice.
Improved Monk Skills
Intensive martial arts training allows you to use superhuman abilities with no physical stress at all. In addition to the features granted by the monk class, other additional skills can now be used.
Patient Defense:
You can take the Dodge action as a Bonus Action.
Step of the Wind:
You can take the Dash action as a Bonus Action.
Dexterous Grapple:
When you choose the Grapple or Shove option, you can use your Dexterity modifier instead of Strength to determine the saving throw DC
Expanded Deflect Missiles
At 3rd level, In addition to deflecting ranged attacks, you can now utilize your Reaction to deflect melee attacks against you. When triggered, the total damage you receive from the attack is reduced by 1d10 plus your Dexterity modifier and Monk level. This enhancement allows you to seamlessly incorporate the deflection of both ranged and melee assaults, showcasing your heightened mastery in the art of self-defense.
At 9th level, you can now use your Deflect Attacks feature
against attacks that deal any damage type, not
just Bludgeoning, Piercing, or Slashing.
Wholeness of Body
At 6th level, you gain the ability to heal yourself. As a Bonus Action, you can roll your Monk Strikes die. You regain a number of Hit Points equal to the number rolled plus your Wisdom modifier (minimum of 1 Hit Point regained). You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Fleet Step
Beginning at 11th level, you can easily stride out of harm’s way. When you take a Bonus Action other than Step of the Wind, you can also use Step of the Wind as part of that Bonus Action.
Heightened Discipline
At 11th level, your training has pushed your body and mind to new levels. Your Flurry of Blows, Patient Defense, and Step of the Wind gain the following benefits:
Flurry of Blows:
You can spend 1 Ki Point to use Flurry of Blows and make three Unarmed Strikes with it instead of two.
Patient Defense:
When you spend a Ki Point to use Patient Defense, you gain a number of Temporary Hit Points equal to two rolls of your Martial Arts die.
Step of the Wind:
When you spend a Ki Point to use Step of the Wind, you can choose a willing creature within 5 feet of you that is Large or smaller. You move the creature with you until the end of your turn. The creature’s movement doesn’t provoke Opportunity Attacks.
Quivering Palm
At 17th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an Unarmed Strike, you can spend 4 Discipline Points to start these imperceptible vibrations, which last for a number of days equal to your Monk level. The vibrations are harmless unless you use your action to end them. Alternatively, when you take the Attack action on your turn, you can replace one of the attacks with this action. To use this action, you and the target must be on the same plane of existence. When you use this action, the target must make a Constitution saving throw, taking 10d12 Force damage on a failed save or half as much damage on a successful one. You can have only one creature under the effect of this feature at a time. You can end the vibrations harmlessly without using an action.
Body and Mind
At 20th level, you have honed your body and mind to new heights. Your Dexterity and Wisdom scores increase by 4. Your maximum for those scores is now 24.
Edit: unfortunately i could not set the feature to lvl 20, but it is meant for lvl 20. please only select it if you are lvl 20.
Absolute Body and Mind
Your Dexterity and Wisdom scores increase by 4. Your maximum for those scores is now 24.
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