Base Class: Monk
The Way of the Harmonious Spirit teaches its students that everyone has a right to defend themselves, but how they do so is important. Aggressive, proactive violence indicates an undeveloped spirit. Masters of the Harmonious Spirit seek to neutralize foes' attacks and redirect their energy, preempting violence perpetrated by undeveloped souls. They use the concepts of leverage and coordinated energy to move creatures of any size and strength without apparent effort, and true masters are often able to redirect attacks without physically touching their opponents. They are the storm's eye at the center of a melee, turning enemies' attacks into their own. In the most extreme cases, masters of the Harmonious Spirit are capable of making crippling adjustments to their techniques to disable or disarm enemies and neutralize the threat they represent.
Outside of combat, students of the Harmonious Spirit are encouraged to seek mutual understanding and benefit in all interactions. In doing so, they hope to create a coordination of thought and purpose that will eventually bring the entire world into harmony. However, first they must find harmony within themselves, and resolve any inner conflicts. In seeking to develop themselves, many students of the Harmonious Spirit become receptive and helpful companions, always ready to provide aid and resolve arguments. However, those that forget the greater purpose of their training may become cold-blooded killers, seeking ever more elegant and efficient ways of dispatching their foes.
Redirect Energy
Starting when you choose this tradition at 3rd level, you can redirect your enemy’s ki whenever they engage you in melee combat. Whenever you are targeted by a creature with a melee attack or spell, you can impose one of the following effects on that target:
- It must succeed on a Dexterity saving throw or be knocked prone.
- It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
- It must make a Strength or Dexterity saving throw or be grappled by you.
Return the Attack
At 6th level, you gain the ability to use your foe's attacks as your own. As a reaction, you can spend 2 ki points to turn a creature's melee attack or spell into your own attack on any creature within melee range. Use the creature's attack or spell roll and damage on the new target.
Ki Projection
Beginning at 11th level, you gain the ability to extend the reach of your Return the Attack and Redirect Energy features to assist in protecting your allies. You can spend up to 2 ki points to grant your features additional range whenever you use them, and your features can be used against attacks targeting any other creatures within the extended range. The additional range equals 5 ft. for each ki point used.
Adjust the Angle
At the 17th level, whenever you push, shove or knock a creature prone with an action or reaction, you can choose to adjust the angle of your technique and spend 3 ki points so that it disables your opponent. The creature takes 3d10 bludgeoning damage and must make a CON saving throw (DC {{savedc:wis}}). If it fails, choose one of the following effects:
- The creature is disarmed of one weapon or shield.
- The creature cannot move or take any action on its next turn.
- The creature's speed is halved and it cannot make more than one attack action on its turns.







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