Monk
Base Class: Monk

The Way of the Intercepting Fist, or Jeet Kune Do, teaches the practitioner to anticipate the natural openings created when an opponent moves from defense to offense. The very nature of an attack means the attacker has to eschew their defensive position and reach out towards the target. Jeet Kune Do intercepts the offensive and delivers a brutal counterattack. At higher levels, the monk begins to intercept even the thought of attack by intercepting before the attacker's thought reaches the attacker's weapon.

As its guiding philosophy, water is analogous to its application. The 20th level Dragonborn monk, BroosLi, founder of The Way of the Intercepting Fist describes it this way:

"Water is the softest substance in the world, yet it can penetrate rock... Water is insubstantial. You can not grasp hold of it. You can not punch it and hurt it... You put water into a cup, it becomes the cup. You put water into a teapot, it becomes the teapot. Water can flow, or water can crash. Be water, my friend."

Water can flow...

Starting when you choose this tradition at 3rd level, you can begin reading an opponent's flow of movement. This means that if an attacker misses you, you gain an attack of opportunity. If you succeed, you may choose one of these three options:

  • deal damage as normal.
  • the opponent must make a Strength or Dex saving throw or be knocked prone.
  • The opponent must make a Strength or Dex saving throw or drop their weapon.

This ability costs 1 Ki point and lasts until the start of your next turn. You may make a number of such attacks equal to your Wisdom modifier per turn. These attacks of opportunity do not count against any other attacks of opportunity the monk may gain for any other reason. 

...Water can crash

 

 

The monk now understands how the body can be used for sudden power and momentum, like water bursting forth under high pressure. By spending 1 Ki point, any and all attacks until the start of their next turn gain a bonus on attack and damage rolls equal to their Wisdom modifier. 

Water is insubstantial.

Beginning at 11th level, the monk begins to take the essence of water into themselves, gaining the effects of a blur spell for 1 minute. They do not need to concentrate to maintain this spell. This costs 2 Ki points. 

Be Water

At 17th level, the monk has mastered the expression of their mind and body on the battlefield. They can now flow, crash, and bend around any opponent. For 3 Ki points, they may make a free 10ft move immediately after making a successful melee attack. Should this movement provoke attacks of opportunity, they may spend the additional Ki point to activate their Water Can Flow ability, thus gaining additional attacks of opportunity and free 10ft movements should their opponents miss them with those attacks of opportunity. This ability lasts until the start of their next turn. 

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