Monk
Base Class: Monk

This monk subclass is of the highest elite warriors. These selected individuals have reached there Inner Peace early in their life time and use this to gain abilities far behind their normal strengths. They use their Ki to make devastating attacks as well as to put up a strong defense. As a result they are among the strongest opponents in there class.

Cracking Hit

Starting when you choose this tradition at 3rd level, you become much more familiar with the power your body has. Your Martial Arts damage is now boosted by one die (I.e. 1d4->1d6, 1d6->1d8, 1d8->1d10, 1d10->1d12) and you can add your ability score modifier to your second unarmed attack. Additionally, when you use Flurry of Blows and hit the same target with both attacks, you can impose one of the following effects on that target:

  • You disorientate your target, any subsequent attack against the target has a +1 to hit until the start of the target’s turn.
  • You may hit the target in the arm forcing them to roll a Constitution saving throw. On a failed save, the target drops whatever is in that hand. (Note: if the target has both hands on the object, they gain advantage on the save).
  • You hit the enemy where they have already been harmed, dealing an extra 1d4 bludgeoning damage.

Fateful Maneuver

Beginning at 11th level, you can spend Ki points to use special maneuvers on your turn as a bonus action.

  • Blinding Jab(1 Ki Point) You make an unarmed attack, if you succeed the target is blinded until the start of his next turn. The target also makes a Wisdom saving throw, if it fails, the target is frightened until the start of his next turn.
  • Sweeping Trip(1 Ki Point) You make an unarmed attack and hit your target in the right nerve, if you succeed the target is knocked prone and the target rolls a Constitution saving throw; on a failed save, the target must expend an action to get back up.
  • Relentless Clutch(2 Ki Points) You make the grapple action against a bloodied target, if you succeed you grab the target by the head and inflict it with extreme pressure. The target makes a Constitution saving throw, on a failed save the target is knocked unconscious.

Inflicting Sprint (2 Ki Points) Move at least 10 feet in a straight line immediately before taking this bonus action, you then make an unarmed attack; on a success you may choose to either critical hit, or knock the target 5 feet back.

Inner Trance

Starting when you choose this tradition at 6th level, you have mastered enough control over your inner rage to harness it in combat. By spending 2 ki points, you can enter a trance as a bonus action, or spend 1 ki point to enter a trance as an action, which grants the following effects:

  • You have advantage on Wisdom checks and Dexterity saving throws.
  • You do not provoke attacks of opportunity while moving.
  • Your unarmed strikes and monk weapons deal +2 damage while entranced. This damage increases to +4 at level 9 and again to +6 at level 16.

Your trance lasts for 1 minute. It ends early if you are knocked unconscious. You can also end your trance on your turn as a bonus action.

Shattering Defense

At level 17 you have truly mastered the ability to turn a series of swift strikes into mortal wounds. When you hit with all three flurry of blows the target must make a Constitution saving throw. On a failed save you send vibrations through their body dealing thunder damage in d8s equal to your monk level. On a success the target takes half the damage.

Way Of Inner Peace Image

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