Monk
Base Class: Monk

Ki sealers a subsect of the major Open Palm sect, are those who have taken their knowledge of Ki and how it runs through the body to the next level. Experts in disarming, incapacitating, and generally stopping opponents, ki sealers excel at controlling opponent and locking them down. 

Ki Sealing

When you choose this tradition at 3rd level, you learn how to seal key meridians in the body crippling and disarming enemies. 

When you hit an enemy with an unarmed attack you can try to seal their meridians, using a bonus action you make a medicine check and they make a constitution saving throw, if your medicine check is higher then their saving throw then you can apply one of the following affects to them for the next minute. If they succeed on their saving throw then nothing happens. 

  • The creature can only use an action or a bonus action on their turn not both.
  • The creature cannot make more then one melee attack on their turn regardless of abilities or magic items. 
  • The creatures speed is halved and any AC they gain from their DEX modifier is revoked. 

Any healing received by the creature will end these effects early.  

Accelerated Ki Studies

At 6th level you've learned all the basics of being a Ki Sealer, now its time to further your studies and truly understand ki. 

You gain proficiency in the Medicine and Perception Skills if you don't have them already.

Additionally you pick one creature type to study in depth, creatures of this type have disadvantage on their constitution saving throws against your Ki sealing. You pick another one of these types at 11th level. 

Aberration

Aberration type creatures have disadvantage on their constitution saving throws against your Ki sealing. 

Beast

Beast type creatures have disadvantage on their constitution saving throws against your Ki sealing.

Celestial

Celestial type creatures have disadvantage on their constitution saving throws against your Ki sealing.

Construct

Construct type creatures have disadvantage on their constitution saving throws against your Ki sealing.

Dragon

Dragon type creatures have disadvantage on their constitution saving throws against your Ki sealing.

Elemental

Elemental type creatures have disadvantage on their constitution saving throws against your Ki sealing.

Fey

Fey type creatures have disadvantage on their constitution saving throws against your Ki sealing.

Fiend

Fiend type creatures have disadvantage on their constitution saving throws against your Ki sealing.

Giant

Giant type creatures have disadvantage on their constitution saving throws against your Ki sealing.

Humanoid

Humanoid type creatures have disadvantage on their constitution saving throws against your Ki sealing.

Monstrosity

Monstrosity type creatures have disadvantage on their constitution saving throws against your Ki sealing.

Ooze

Ooze type creatures have disadvantage on their constitution saving throws against your Ki sealing.

Plant

Plant type creatures have disadvantage on their constitution saving throws against your Ki sealing.

Undead

Undead type creatures have disadvantage on their constitution saving throws against your Ki sealing.

Ki Enhancement

At 11th level you've learned to not only seal the Ki pathways and meridians of others but to unseal your own to temporarily enhance yourself. 

As an action you can completely expand your Ki meridians, you gain the effects of Haste until the end of your next turn. You may do this twice per long rest and you gain a point of exhaustion after using both charges. This increases to 4 charges at 17th level. 

5-hit Combo

At 17th level you've learned to chain your sealing together, by sealing 5 major meridians in a row you can inflict 5 tiers of effects onto your enemies.

When you hit an enemy with a melee attack you can use a bonus action and 10 ki points to begin your 5-hit combo. For this attack and your next 5 successful attacks on this enemy you may try to seal a major meridian, upon failing to seal a meridian while attacking your combo ends. The meridian stay sealed for the duration of your combo and when your combo ends the meridians stay sealed till the end of your next turn before unsealing. You may do this once per long rest.

Meridian of Dexterity: Make a medicine check against the enemies Dex save. On a fail nothing happens. On a success the enemy loses their reaction and their movement speed is set to 10.

Meridian of Strength: Make a medicine check against the enemies Str save. On a fail nothing happens. On a success the enemy deals 1d6 less melee damage.

Meridian of Constitution: Make a medicine check against the enemies Con save. On a fail nothing happens. On a success the enemy cannot receive healing. 

Meridian of Intellect: Make a medicine check against the enemies Int save. On a fail nothing happens. On a success the enemy has disadvantage on concentration saving throws.

Meridian of Wisdom: Make a medicine check against the enemies Wis save. On a fail nothing happens. On a success the enemy becomes deafened and blinded.

Meridian of Charisma: Make a medicine check against the enemies Cha save. On a fail nothing happens. On a success the enemy takes an additional 1d6 psychic damage.

 

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