Monk
Base Class: Monk

Monks of the way of the empty hand focus their training on unarmed combat. They forgo the use of weapons entirely, considering them to be distractions to their training. Many of these monks take a vow of poverty to help them discipline themselves to their art. A monk of the way of the empty hand must not be wearing armor or wielding weapons or a shield to benefit from these abilities.

Awareness of Body

Starting at third level, your unarmed strikes damage is increased to a d6 (this does not affect the rest of monk unarmed strike progression). You gain proficiency in athletics. You may substitute a grapple or a shove attempt in place of an unarmed strike.

Counter

When a creature hits you with a melee attack, you may use your reaction you gain a bonus to your armor class equal to your proficiency bonus versus the attack. You also deal damage equal to your dexterity modifier (minimum of 1) to the attacker. 

Empty Hand Techniques

Starting at 6th level, you learn 4 unarmed techniques powered by your ki. At levels 11 and 17 you learn an additional technique. You can use one technique per unarmed strike. Techniques are below. All save DC’s are calculated as follows: DC = 8 + your proficiency bonus + wisdom modifier.

Empty Hand Techniques

  • Leopard’s Paw
    When you hit a creature with an unarmed strike, you can expend one ki to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. The target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands either in your square or at a square adjacent to you.
  • Snake’s Binding (Counter Technique)
    When you successfully deal damage with a counter, you may spend 1 ki point to grapple the target.
  • Crane’s Distraction
    You can expend one ki and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn, and it has disadvantage on ability checks and saving throws against the next attack from you until the end of your turn.
  • Snake’s Taunt
    When you hit a creature with a unarmed strike, you can expend one ki to attempt to goad the target into attacking you. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
  • Leopard’s Kick
    When you make a unarmed attack on your turn, you can expend 1 ki to move your unarmed movement speed bonus before making the attack.  This movement does not draw attacks of opportunity.
  • Crane’s Deflection (Counter Technique)
    When you deal damage with a counter, you can expend 1 ki to reduce the damage from the triggering attack by half.
  • Dragon’s Roar
    When you hit a creature with an unarmed strike, you can expend one ki to attempt to frighten the target. The target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn, and must use its reaction if available to move its movement speed away from you.
  • Coiled Snake Strike
    When you make a unarmed strike roll against a creature, you can expend 1 ki to add 1d6 to the attack roll. You can use this technique before or after making the attack roll, but before any effects of the attack are applied.
  • Raging Tiger
    When you hit a creature with an unarmed strike, you can expend one ki to attempt to drive the target back. The target must make a Strength saving throw. On a failed save, you push the target up to your unarmed movement bonus away from you.
  • Crane’s Punishment (Counter Technique)
    When you damage a creature with a counter, you may spend 1 ki to grant advantage on the next attack roll against that creature from any source.
  • Dragon Tail Strike
    When you hit a creature with an unarmed strike, you can expend 1 ki to deal your martial arts die in damage to each creature adjacent to you except the original target.
  • Tiger’s Pounce
    When you hit a creature with an unarmed strike, you can expend one ki to attempt to knock the target down. The target must make a Strength saving throw. On a failed save, you knock the target prone.

 

Secret Technique

At 11th level, you unlock the true secrets of the Path of the Empty Hand.  Choose one from the abilities listed.

Secret Technique

 

  • Hidden Step
    You may spend 1 ki point to teleport your unarmored movement speed as a bonus action.  If this movement ends while you are adjacent to a creature, you may make a single unarmed attack against one adjacent creature as part of this action.
  • Roaring Bullet
    When making the attack action, you can spend a ki point to change the range on your unarmed strikes to 60 feet and change the damage type to force.
  • Lightning Strikes
    As an action, you spend 1 ki point and make a single martial arts attack.  If the attack hits, you deal 4 martial arts die of damage plus your dexterity modifier.
  • Spell Deflection
    by spending a ki point, your deflect arrows can be used on spell ray attacks or single target spells that deal damage.  if the damage is reduced to zero, the spell effect is redirected at the caster.

 

Master of the Path

At 17th level, you become a master of the Way of the Empty Hand. You gain the following improved techniques:

  • Improved Flurry: when using flurry of blows, you may make 3 attacks as a bonus action.
  • Improved Patient Defense: when you use patient defense, you take an additional reaction on the turn.
  • Improved Step of the Wind: your dash action does not trigger attacks of opportunity, and your jump distance is tripled.

Previous Versions

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