Base Class: Monk
Monks who follow the Way of the Paw harness the power of gentle touch and soothing presence to pacify adversaries and restore harmony. They are adept at incapacitating foes in a soft and calming manner, yet possess the ability to unleash punishing strikes when necessary.
Tranquil Touch / Feral Swipe
At 3rd level, your unarmed strikes are imbued with a tranquil energy that can pacify aggression.
Tranquil Touch: When you hit with an unarmed strike, you can choose to forego dealing damage and instead attempt to soothe the target's mind and body. The target must succeed on a Wisdom saving throw against your monk ki save DC or become incapacitated until the end of its next turn, overwhelmed by a sense of peace and tranquility.
Feral Swipe: Alternatively, you can channel your primal instincts to deliver a punishing blow. When you hit with an unarmed strike, you can choose to deal normal damage and regain hit points equal to your proficiency bonus if the target fails a Wisdom saving throw against your monk ki save DC.
Healing Grace / Vampiric Embrace
Also at 3rd level, you gain the ability to harness your inner harmony to heal wounds.
Healing Grace: As an action, you can expend 2 ki points to touch a willing creature and restore hit points equal to your monk level + your Wisdom modifier. This healing touch embodies the nurturing essence of your serene presence.
Vampiric Embrace: Alternatively, you can unleash a vampiric energy with your strikes to drain the life force of your enemies. When you hit a creature with an unarmed strike, you can choose to deal normal damage and regain hit points equal to half the damage dealt.
Aura of Calm / Roar of Dominance
Starting at 6th level, you radiate an aura of serene tranquility that calms the hearts of those around you.
Aura of Calm: As an action, you can spend 3 ki points to emanate an aura of calmness in a 30-foot radius centered on yourself. Any hostile creature that starts its turn in this aura must make a Wisdom saving throw against your monk ki save DC. On a failed save, the creature becomes charmed by you until the end of its next turn, unable to take hostile actions. Additionally, any ally that starts its turn in the aura gains temporary hit points equal to your monk level.
Roar of Dominance: Alternatively, you can unleash a powerful roar that asserts your dominance and commands respect. As an action, you can spend 3 ki points to emit a commanding roar in a 30-foot cone. Each creature in that area must make a Wisdom saving throw against your monk ki save DC. On a failed save, a creature becomes charmed by you until the end of its next turn and must use its movement to move as far away from you as possible on each of its turns, unless there is nowhere to move.
Harmony Mastery / Savage Mastery
At 11th level, you further refine your mastery over the balance between tranquility and ferocity.
Harmony Mastery: When you use your Tranquil Touch feature to incapacitate a creature, you can choose to deduct the result of the saving throw by an amount equal to your martial arts die.
Savage Mastery: Alternatively, when you hit a creature with your Feral Swipe feature and regain hit points, you can choose to deal extra damage to the target equal to your proficiency bonus.
Blissful Reverie / Waking Nightmare
At 17th level, your mastery of tranquil techniques reaches its pinnacle, allowing you to imbue your strikes with an overwhelming sense of relaxation, followed by a jolting awakening.
Blissful Reverie: When you use your Flurry of Blows feature, you can choose to expend 5 ki points to unleash a series of blows so profoundly calming that they induce a state of deep slumber in your targets. Each creature you hit with your flurry of blows must make a Wisdom saving throw against your monk ki save DC. On a failed save, the creature falls into a blissful reverie and is incapacitated for 1 minute as it succumbs to a peaceful sleep, unable to take actions or reactions. This effect ends early if the creature takes damage or is shaken awake by another creature using its action. Once you use this feature, you can't use it again until you finish a short or long rest.
Waking Nightmare: Alternatively, you can choose to unleash a waking nightmare upon your foes. When you hit a creature with your Flurry of Blows, you can choose to expend 5 ki points to infuse your strikes with a jolting sensation that disrupts their mental tranquility. The target must make a Wisdom saving throw against your monk ki save DC. On a failed save, the creature is afflicted with a waking nightmare and is frightened for 1 minute as they are haunted by their deepest fears. Additionally, at the start of each of its turns, the creature takes psychic damage equal to your proficiency bonus. This effect ends early if the creature takes damage or is freed from the frightened condition by another creature using its action. Once you use this feature, you can't use it again until you finish a short or long rest.







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