Monk
Base Class: Monk

Monks of the Way of The Thousand Fists meditate for many years, expressing gratitude for everything that they have been given in life, and in return are granted the power of The Guanyin Bodhisattva to protect themselves and their way of life.

The Guanyin Bodhisattva

At 3rd level, you gain the ability to summon the Golden Statue in battle until the start of your next turn. When you do so, the following effects take place:

  • The statue is treated as a Huge Construct, and appears in an empty space behind you. If there is not enough available space, the hands instead appear from golden portals.
  • You may choose to deal Radiant instead of Bludgeoning damage with strikes from the statue.
  • You may not move from your position until the statue disappears.

The statue has the following properties:

  • Its Strength score is equal to your Wisdom score
  • For the purposes of damage and using effects like Flurry of Blows or Stunning Strike, the G.B.'s hands count as unarmed strikes.

The 100 Hands

At 3rd level, you gain access to various 'Hands' which can be used when the G.B. is on the battlefield. You may choose an initial 3 hands, and may change out 1 hand every time you level up. The total number of hands you can use at a time increases as you level, as shown in the chart below.

For each attack you make with the statue, you may specify any hand to use, provided you have the Ki to do so, but you must do so before you roll the attack.

The Hands
Level Number of Hands
3 2
6 5
9 8
12 11
15 14
18 18

 

99th Hand

You spend 3 Ki points to rapidly slam 99 palms into the ground in a 20ft. radius at a point within range. Each creature in that radius must make a dexterity saving throw or take 9d10 damage, taking half on a successful save.

Backhand

As a reaction whenever a creature moves towards you within the range of the G.B., you can backhand the creature as if with the pushing hand. If you spend an additional Ki point, the creature must also make a Constitution saving throw or have its movement reduced to zero for the remainder of the round.

Barring Hand

You can place a palm between you and a target you can see within range. Whilst that target is visible to you, they have disadvantage on attack rolls against you, and vice versa.

Blinding Hand

You may spend 2 Ki points to emit a blinding pulse of golden light from a palm held aloft within range. Any creatures within a 30ft. radius of the palm must make a Constitution save, taking 8d6 Radiant damage and becoming blinded on a failed save, or taking half damage on a successful save. They may repeat the save at the end of each of their turns, ending the effect on a successful save. A creature that fails the save 3 times is permanently blinded.

Crushing Hand

You may spend 1 Ki point per creature grappled or enclosed to crush those creatures, dealing 4d(die) for the grappled creatures, and 8d(die) for the enclosed creatures. A creature cannot be crushed more than once per round.

Cthulhu's Hand

The hands blur and bend with alarming flexibility, blurring out of the material plane. Your attack deals psychic damage and the target must make a Wisdom saving throw or become frightened, as the hands pull your fears to the forefront of their mind. At the end of each of their turns, the target can repeat the save, ending the effect on a success.

Defensive Hands

When you use a Ki point to take the dodge bonus action on your turn you can make a standard monk attack as a counterattack against any creature within melee range that attacks you without using a reaction.

Desperate Hand

You can spend 2 Ki points to, in addition to the regular attack, deal an extra 1d8 damage for every 2 ki points you are below your Ki point maximum, rounded down.

Draining Hand

You may spend 2 Ki points when you strike a creature to cause the target to make a Constitution saving throw or gain 1 level of exhaustion, have its Hit point maximum reduced by the damage dealt, and you gain temporary Hit Points equal to the damage dealt.

Enclosing Hands

You may spend 1 Ki point to have multiple hands move to enclose a creature within range. The target must make a Dexterity saving throw or be restrained and blinded.

Enraging Hand

You can use an attack to flip off an enemy, forcing them to make a wisdom saving throw. On a fail they have disadvantage to attack any creature other than you. They may repeat the saving throw at the end of their turns, ending the effect on a success.

Fate's Hand

Can target allies. You may spend a Ki point to allow a creature within range to make a saving throw against an ongoing effect.

Flinging Hand

You may attempt to throw a creature that you have grappled or enclosed a total of 10ft * Strength score of the B.D.; that creature must make a Dexterity saving throw to attempt to break their fall, taking half the fall damage on a success.

 

Grappling Hand

In addition to the regular attack, you may make a grapple attempt against the target, using the G.B.'s stat block.

Gripping Hand

In addition to the regular attack with the G.B., the target must make a strength saving throw or be pulled 10ft towards you.

Healing Hand

Putting 2 palms together in prayer, you can spend Ki to regain Hit Points equal to 2d8 + your Wisdom modifier per Ki point spent. You cannot spend more than your Monk level in Ki points to heal via this hand per long rest.

Helping Hand

You may spend 2 Ki and choose an ally, that ally has advantage on all ability checks, attacks and strength and dexterity saving throws until the end of your next turn.

Manipulating Hand

You may spend 1 Ki point to attempt to take over the body of a creature. The target must make a Strength saving throw or be charmed. It can repeat the save at the end of each of its turns to attempt to break free.

Phase Hand

An ethereal hand extends with blinding speed. You may spend 2 Ki points to make an attack roll against any creatures of your choice in a 30ft. line as the shimmering palm sweeps through them. The damage for this hand must be Radiant, and ignores any damage resistances or temporary Hit Points.

Puppeteering Hand

As a reaction, when you are reduced to zero hit points you can spend 3 Ki points and remain conscious. However, you still make death saves as usual.

Pushing Hand

 In addition to the regular attack with the G.B., the creature you hit must make a Strength saving throw or be pushed back 10ft.

Savage Hand

You may spend Ki points up to your Wisdom modifier to deal 4d(die) damage to a single target for each Ki point spent, in addition to the regular damage. Regardless of whether you hit, you must make a Constitution saving throw DC 12 (+ 3 for each Ki point spent) taking half the damage dealt, (or half the damage you would have dealt) on a failed save, as the use of this hand stretches your body to its physical limits.

Slashing Hand

You may spend 1 Ki point to, in addition to the regular attack, force the target to make a Constitution saving throw or suffer a gash along the length of the strike, taking 1/2 the damage dealt as slashing damage at the start of their next 5 turns, or until they next heal.

Soul-Snatching Hand

You may spend 3 Ki points to attempt to tear a creature's soul from their body. The target must make a Charisma saving throw. Upon a success, the effect ends. For each failure, the creature gains a level of exhaustion, and you may expend another Ki point to force the creature to repeat the save. If the creature fails 6 times, its soul is torn from its body as if banished, and cannot be returned via any means short of a Wish spell.

Spellblocking Hand

When a spell targets a creature within 30ft. of you, you can spend a Ki point and use your reaction to attempt to absorb the spell. Make a Wisdom check DC 12 + Spell Level, on a successful save the spell is absorbed and you regain Ki equal to the Spell level. On a failed check, the spell acts as normal and the excess energy explodes in a 30ft Sphere of arcane energy. Each creature in range must make a Constitution save with DC equal to 12 + the spell level, or take 2d8 force damage per spell level, taking half on a successful save. You have disadvantage on this save.

Sweeping Hand

In addition to the regular attack with the G.B., the creature you hit must make a Strength saving throw or be knocked prone.

Throwing Hand

When you take the deflect missiles reaction you may spend an extra Ki point to make the attack do critical damage if it hits (a normal crit will therefore quadruple the damage). You must decide to do this after you know if you have successfully deflected the missile but before you have made your attack roll.

Thunderclap Hand

You may spend 3 Ki point to clap your hands together, sending out a shockwave; all creatures within 30ft must make a Constitution saving throw or be stunned. If any fail by 5 or more, they are paralyzed. Any characters affected may repeat the saving throw at the end of each of their turns.

Zero Hand

You expend the remainder of your energy in a single burst of blinding radiant energy against a single target. Choose a target within 60ft., the statue appears in a space behind that target and encloses them within its palms before releasing a beam of blinding white light from its mouth. The target must make a Constiution saving throw or take 2d10 points of radiant damage for each point of your remaining ki, taking half on a successful save.

Ki Absorption

Starting at 6th level, you learn to absorb the ki of your enemies when you strike true, piercing into their very soul. Whenever you roll a critical hit with a Hand, you restore 1 Ki point for every 10 Damage that strike does - this cannot restore you to above your Ki point maximum.

Radiant Strikes

At 11th level, you can roll one additional damage die of Radiant damage when attacking with a Hand.

Additionally, the range of the G.B.'s attacks increases to 60ft.

Twin Handed Stance

At 17th level, you have mastered the Hands to the point where you can combine them to create your own. Whenever you attack, you may combine the effect of 2 of the hands simultaneously, taking the cost of the higher of the 2. The Zero Hand cannot be combined with any other hand.

Additionally, the G.B.'s Strength score is now equal to 1.5 x your Wisdom score, rounded down.

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