Monk
Base Class: Monk

Monks of the Way of the spin are the ultimate masters of using spin, 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.

Lesson 1: "If you have the will, then do it."

Starting when you choose this tradition at 3rd level, you can harness the golden rectangle spin against enemies. 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 get disadvantage until the end of your next turn
  • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
  • It can’t take reactions until the end of your next turn.

Lesson 2: "Work those muscles"

At 6th level, you gain the ability to heal yourself and restore Ki points. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.

At higher levels, when you reach 11th level you gain 4 Ki points,  At 17th level you gain 6 Ki points

Lesson 4: "Pay your respects"

Beginning at 11th level, your knowledge of the golden ratio has improved masterfully. You can now make a critical hit on a 19, gain proficiency in perception and investigation or expertise if you already have proficiency in them and when you would be reduced to 0 hit points you can escape death using the power of the spin to drag the wounds away from vital organs.

Lesson 3: "Believe in the spin"

Starting at the 6th level, The manifestation of the golden ratio in nature allows you to infuse your strikes with spin from outside your body. Your unarmed attacks and Improvised weapon throws deal an additional  1d4 + Intelligence Modifier Force damage you also gain the ability to use your flurry of blows create golden Ki balls and throw them as a ranged attack up to 30 ft instead of using it as a melee attack , whenever you hit a creature with one of the attacks granted by your understanding of the golden ratio, you can impose one of the following effects on that target:

  • It must succeed on a Dexterity saving throw or get disadvantage until the end of your next turn
  • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
  • It can’t take reactions until the end of your next turn.

Lesson 5: "The shortest route is the detour."

At 17th level, you gain the ability to infuse golden spin energy in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to imbue the creature with spin, which last for a number of days equal to your monk level. The Spin is harmless unless you use your action to end it. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 Force damage.

You can have only one creature under the effect of this feature at a time. You can choose to end the spin harmlessly without using an action.

Way Of The Golden Ratio Image

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