Base Class: Monk
Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm.
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 Strength or Dexterity saving throw (whichever is lower). If it fails, it will be knocked prone.
- It must make a Strength or Dexterity saving throw (whichever is lower). If it fails, you can push it up to 15 feet away in a direction of your choosing. You can also choose to move up to 10 feet in the same direction during this, this movement not provoking opportunity attacks.
- It must make a Strength or Dexterity saving throw (whichever is lower). If it fails, it has disadvantage on attack rolls, and it can’t take reactions, both until the end of your next turn.
State of Flow
At 6th level, you gain the ability to heal yourself as you attack, letting the adrenaline flow through you. Whenever you hit a creature with one or more of the attacks granted by your Flurry of Blows, you gain temporary hit points equal to 2 of your martial arts die.
Tranquility
Beginning at 11th level, you can enter a special meditation that allows you to find the weak points in your opponents mid-battle. Whenever you use Flurry of Blows, you can spend an additional 2 ki points to get advantage on each attack in the Flurry of Blows.
Quivering Palm
At 17th level, you gain the ability to set up lethal vibrations in someone’s body. Your unarmed strikes ignore resistance and immunities. Additionally, whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can the effect to start these imperceptible vibrations, which last until you use your reaction to end them at will, or until the creature moves to a different plane of existence.
When you use this reaction, the creature must make a Constitution saving throw. If it fails, it takes necrotic damage equal to an amount of your martial arts die. The amount is equal to half of your monk level (rounded down). If it succeeds, it takes half of the damage. You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly at will without using a reaction.







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