Monk
Base Class: Monk

You have harnessed the ability to manipulate and redirect the spiritual energy that flows through your body, bolstering your fighting prowess to become a relentless warrior.

Extra Ki

Starting at 3rd level, your can accelerate the production of Ki in your body, adding your proficiency bonus to you Ki pool.

Ki Enhanced Fists

Starting at 3rd level, you have harnessed the energy within your body and are able to manipulate it in a number of ways. You can spend 2 Ki points to summon magical gauntlets that last for 1 minute. while this is active you gain the following benefits.

  • Your basic skills that require 2 Ki points or less are now free for the duration.
  • All of your unarmed attacks do 1 additional damage die, equal to your martial arts die.

Enhanced Blows

While your gauntlets are active, you can do the following enhanced blows by spending 1 Ki per technique.

  • Sending Strike. When you punch a creature large or smaller, you can use 1 Ki of the enhanced fists to push it 15 ft away from you.
  • Painful Punch. When you punch a creature, you can use 1 Ki to add 1 additional die when determining the damage. 

Dizzying Grapple

Starting at 6th level, you gain the ability to use your opponents momentum against them. As a bonus action you can make a special grapple attack and use your acrobatics ability for the roll. If successful, this grapple tangles up a targets Ki, implying the poisoned condition on them until the start of your next turn. Additionally, if you succeed the check you can either knocked the grappled creature prone, or send them back 20ft. You can do this a number of times equal to your dexterity modifier.

Enhanced Healing

Starting at 6th level, you have mastery over your body, allowing the Ki in you to accelerate your healing. when you or another creature heals you, double your wisdom modifier and add this number to the healing you gain.

Disarming strike

Starting at 6th level, you can use your reaction to spend 1 Ki point to Disarm a creature that has made an attack against you and push their weapon 10x your dexterity modifier, feet away from you if they failed a strength saving throw equal to your Ki save DC.

Enhanced Soul

Starting at 11th level, the accelerated levels of Ki in your body allows you to shrug off conditions quicker. You can spend 1 Ki point to end any condition on you. you can do this a number of times equal to your wisdom modifier. Additionally, you can now add 1d8 to saving throws and ability check rolls when determining the save value.

Hands of Might

You have experimented with your Ki. By spending 3 Ki you allow yourself to infuse any magical properties from a weapon you are attuned to into your unarmed attacks for 1 minute. You do not need the gauntlets active for this. When you do activate your gauntlets, you also gain these skills for your Ki enhanced fists.

  • Ki propulsion. You can expend 1 Ki to  move an additional 30 ft, if you do this in range of an enemy, you do not suffer an opportunity attack and you must move the full 30ft.
  • Ranged Might. You can expend 2 Ki to send your gauntlets flying off your hands, to a range of 30 ft and attack twice before your gauntlets return to your hands. Spend an additional 2 Ki points to ignore half and 3/4 cover.

Ki blocker

Starting at 17th level, you understand the Ki the flows through your enemies, allowing you to effect them in one of the following ways. On a successful hit, you can spend 3 Ki points to inflict one of the following effects on a target within range. The creature you hit must make a constitution save against your Ki save DC. If the creature saves you do not expend these Ki points. Targets can repeat the saving throw at the end of their turn.

  • You can reduce an enemies movement to 0 for one minute.
  • The target had disadvantage on strength and dexterity checks and saving throws for 1 minute.
  • The target cannot make bonus actions or reactions for 1 minute.

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