Monk
Base Class: Monk

While most monastic traditions focus on dealing quick and precise damage to their enemies person, the Way of The Body chooses instead to assault the senses. Dazing and unbalancing their foes with their intimate knowledge of anatomy and a mastery of both their own and other's Ki, these monks often serve as both the breakers and healers of bones

Precise Anatomy

Your training has granted you a greater insight into the internal workings of your foes. When you choose this tradition at 3rd level, you gain the following benefits-

Physician's Eye. You gain proficiency in the Medicine skill, if you do not already have it. You also double your proficiency bonus when attempting to stabilize a dying creature.

Brawler's Woe. You have learned how to manipulate your foes senses to gain the upper hand. Whenever you hit with a creature with a melee attack, you spend 1 Ki point to attempt to muddle their bodily functions. The target must succeeded a Constitution saving throw or suffer one of the following Conditions until the end of their next turn, or if the effect is ended early: Blinded, Confusion, or Nausea.

Blindness- You target a creature's eyes, causing them to temporarily lose their vision. The creature makes a dexterity saving throw. On a failure, the target is blinded, having disadvantage on attack rolls and advantage on attack rolls against it. The target also automatically fails any ability checks that rely on sight. Creatures that rely on other senses to see such as Blindsight or Truesight are unaffected.

Confusion- You assault a creature's focus, causing them to become disoriented. The creature makes a wisdom saving throw. On a failure, the creature rolls a d6 before making any ranged or melee attacks against a single target. On a 1-2, the creature misses completely. 3-4, the creature hits a different target within 5 feet of the original, if one is available. On 5-6, the attack aims for the intended target. Creatures immune to the Charmed condition are unaffected.

Nausea- You target a creature's internal organs, causing immense discomfort. The creature makes a Constitution saving throw. On a failure the creature suffers the effects of the Slow spell for the duration. Creatures lacking normal bodily functions such as Constructs or Golems are unaffected. 

In addition, when you make the attack, you can choose to expend a number Ki points equal to your level. Each additional Ki point extends the duration of the Condition for 1 round. You must decided how many Ki you want to expend before the creature rolls their save.

Universal Ki

At 6th level, you learn to redirect the flow of your Ki into others, curing them of the maladies. As an action, you spend 2 Ki points to cast Lesser Restoration on a single creature.

You can use this ability to stabilize a dying creature without a Medicine check. When you stabilize a creature in this way, that creature also regains 1 hit point. A creature can only benefit from this ability once, until it finishes a long rest.

Erosive Strike

At 11th level, you have learned how to target your foe's Ki directly, wearing down their resolve with every strike. As a bonus action you expend 3 Ki points to make a single unarmed strike, targeting a creature's vitals. The creature must make a Constitution saving throw.  On a failure, the target suffers 1 point of Exhaustion for the next minute. This effect stacks, the target taking an additional point of Exhaustion for each failed save.

Mind Over Matter

You have learned how to focus your Ki so fully, you can shrug of any and all pain for a brief time.

As an Action, you spend 6 Ki points to grant yourself resistance to all damage for the next minute. In addition, when you use your bonus action to use Furry of Blows while this effect is active, you can make two additional unarmed strikes as part of the action.

You are unable to be rendered Unconscious due to your Hit points reaching 0, though you can still be killed if the overall damage exceeds you Hit Point Maximum  

When this effect ends,  you are immediately reduced to 0 Hit Points. You are considered Unconscious for the next hour, but stable. You cannot be revived by any means until the hour ends, the strain on your body and mind too great to be healed during this time.

You cannot use this ability again until you finish a Long Rest.

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