Base Class: Monk
Monks that practise the Way of Ambivalence have learnt how to switch between two different fighting styles while within combat to keep opponents on their toes. These two contrasting forces can be any two different ideologies, fighting styles or magical essences which would affect the how a monk fights.
Dual styles
Starting at 3rd level, you adopt your two systems, one of these lends you an aggressive power (heads) called the potent style and the other a more calm, thoughtful, and defensive style (tails) called the grace style. Your actions as a monk of the way of ambivalence are fuelled by polarity die which you may gain with your spirit coin which represents which style who are currently in.
Polarity coin. Whichever way your coin is facing dictates the style you are in. You may flip your spirit coin when one of the following happens; You roll a critical success or a critical failure, you kill a creature that has a CR of 1/2 or higher, or you roll initiative.
When you are in your potent style you may add your proficiency bonus a second time to any attack rolls you make that you are proficient in and can add 1d4 to every successful attack that you make on a creature.
Additionally whenever you are in your grace stye your ac increases by 2.
Furthermore when you flip your polarity coin, switching your fighting style whilst in combat, you catch your opponents off guard and can perform on of the following techniques; Make an unarmed strike against a creature within your melee range and that you can attack, move 15 feet within provoking opportunity attacks or give yourself advantage on the next attack roll, ability check or saving throw.
Heightened Skills
At 6th level you learn to switch your fighting style in the midst of your other monk abilities.
Step of the wind. When you use the step of the wind feature to dash you do not provoke opportunity attacks and can move through creatures as if they were difficult terrain. If you end your turn in the same space as a creature you will be moved back to the last space you moved to.
Patient defence. When you use the patient defence feature and a creature misses an attack roll against you, you can choose to move 5 feet in any direction.
Flurry of blows. You learn to switch styles between attacks when you use the flurry of blows feature, when you do and land your first attack you can give yourself advantage on the second attack and deal additional bludgeoning damage equal to your martial arts die.
You can also spend one ki point to flip your polarity coin.
Dire straits
At 11th level you can switch styles in a crucial moments to potentially escape their effects giving you the following abilities.
- When you fail an attack roll, ability check or saving throw you can choose to give yourself advantage on that toll, flipping your polarity coin.
- If you drop to zero hit points due to an attack roll or saving throw you can expend three ki points, you can instead drop to 1 hp and flip your polarity coin.
You can use this feature a number of times equal to your proficiency bonus, using the second feature will cost two uses.
Polarity Mastery
At 17th level you gain complete control over your polarity coin and can switch styles with ease.
Once per turn you can flip your polarity coin, you also gain the following benefits that you can choose from when you flip your polarity coin.
- You gain resistance to all damage except for psychic and thunder damage until the end of your next turn.
- Until the end of your melee attacks score a critical hit on an 18, 19 or 20.
- On your next turn, you can force a creature to roll a constitution saving throw equal to 8 + your proficiency bonus + your dexterity modifier on one of your attacks that hits a creature. If the creature fails this saving throw they will be knocked unconscious.
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