Monk
Base Class: Monk

Monks of the Way of Yeet Kune Do are taught that defense and offense are one in the same. Masters of distance and flow, a member of this tradition uses fluid motions to intercept her opponents attacks and disrupt them with her own. These monks eschew rigidity both in fighting style and in their own lives, preferring to draw upon what is useful and discard what is not. 

Monks of this order take these principles beyond combat, allowing them to perceive situational cues and take the path of least resistance to achieve their goals.

The Principle of Interception

Upon choosing this tradition at 3rd level, your training in Yeet Kune Do teaches you the principles of interception, which extend beyond physical attacks, giving you heightened awareness of non-verbal clues.

You gain proficiency with the Insight skill if you don't already have it.

Be Like Water

Starting when you choose this tradition at 3rd level, your studies in Yeet Kune Do allow you special insight into the movements of opponents around you. These insights grant you the ability to intercept incoming attacks. While Dodging, you may make a single free attack against an opponent attempting to strike you in melee combat. If the attack hits, that opponent loses its action. 

Water Crashes

At 6th level, you can use your familiarity with momentum to knock an opponent backwards and prone. When you hit a creature with one of the attacks granted by your Flurry of Blows, the opponent must succeed on a Strength saving throw or be pushed away 10 ft and then knocked prone. You may also choose to spend a Ki point to impose disadvantage on the opponent for the saving throw.  

Dragon Kick

Beginning at 11th level, you use your mobility to launch yourself into your attacks to devastating effect. If you hit an opponent with an unarmed attack after moving at least 5 ft, you may force them to make a Constitution save. On a failed save, you roll an additional damage die, and the opponent is Incapacitated for one turn. You may choose to spend up to 3 Ki points to add one additional damage dice per Ki point spent this way.

You may use this feature a number of times equal to your Wisdom modifier. You regain expended uses on a short or long rest.

One Inch Punch

At 17th level, you gain the ability to strike quickly within limited space. When you hit a creature with an unarmed strike, you can spend 3 ki points to force the opponent to make a Constitution saving throw. If it fails, the opponent takes 10d10 force damage and is knocked unconscious. On a successful save, the opponent takes half damage and is knocked away a number feet equal to 5 times your Wisdom modifier. 

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