Base Class: Monk
Shaolin monks are renowned for their martial art techniques drawing inspiration from the flows of various animals, abiding by the rules of a master who they have sworn allegiance in exchange of their teachings. Driven by a strict code of honour, they roam the lands in search of evils to vanquish and innocents to protect, never hesitant to put themselves in harm's way in their place.
Level 3: Shaolin's Acumen
Your bravery gives you the natural poise to turn the attention of the ill-intended toward yourself.
Bonus Proficiency. You gain proficiency in one of the following skills of your choice: Animal Handling, Performance or Persuasion.
Additional Spell. You know the Thaumaturgy spell. Wisdom is your spellcasting ability for it.
Arms of Justice. When trying to distract or reason with creatures willing to harm innocents, add your Wisdom modifier to your Influence actions.
Shaolin Technique
Choose a Shaolin Technique and gain its feature.
Crane
You master the art of deflecting attacks with dextrous sways and careful footwork.
Steadfast Defense. When using Patient Defense, gain advantage to Force and Constitution saving throws until the end of your next turn.
Crane's Alertness. Your Initiative rolls gain advantage.
Mantis
You gesture your arms like hooks to trap opponents within your iron grasp.
Patient Counter. When using Patient Defense, you may use a Reaction to perform an Unarmed Strike against a creature who misses their attack against you within 5 feet of you.
Mantis' Clutches. Creatures have disadvantage against your Grapple escape's DC.
Monkey
Your disconcerting mobility leaves your enemies at the mercy of an erratic strike at any instant.
Volatile Step. When using Step of the Wind, you may spend a Focus Point and use a Reaction to perform an Unarmed Strike against a creature within range.
Monkey's Nimbleness. Your Acrobatics skill gains advantage.
Snake
The sinuous motions of your hands can cripple opponents the moment they waver.
Blinding Strike. On a successful Unarmed Strike, you can spend a Focus Point and the creature must perform a Dexterity saving throw against your Focus Point save DC or become Blinded until the end of your next turn.
Snake's Celerity. Your Opportunity Attacks gain advantage if you perfom an Unarmed Strike.
Tiger
Your hands are curled like claws, savaging adversaries with great momentum.
Pushing Strike. On a successful Unarmed Strike, you can spend a Focus Point and the creature must perform a Strength saving throw against your Focus point save DC or be pushed 10ft. away and cannot take reactions until the end of your next turn.
Tiger's Ambuscade. After performing a Jump landing within 5 feet of a creature immediately followed by an Unarmed Strike, they have a disadvantage against the Pushing Strike's saving throw.
Level 6: The First of Many
You learn how to make an example out of your first opponent to make its peers cower in fear. Upon reducing a creature to 0 hit points for the first time in combat, all enemies within 30 feet of the creature who can see it of equal or lower Challenge Rating must succeed on a Wisdom saving throw against a DC equal to 8 plus your proficiency bonus and Wisdom modifier or become Frightened for 1 minute. The Frightened targets can repeat the saving throw at the end of each of their turns, ending the effect on themselves on a success.
Level 11: Shaolin Attunement
Your attunement to your technique has further improved. The effects are based on your Shaolin Technique.
Crane
When using Patient Defense, you can move up to half your Speed as a Reaction when an enemy ends its turn within 5 feet of you.
Mantis
While grappling a creature, it takes damage equal to two rolls of your Martial Arts die at the start of each of its turn.
Monkey
When using Step of the Wind, you may now spend a Focus Point and use a Reaction to perform a Flurry of Blows against a creature while moving. Making an Unarmed Strike as part of this Reaction does not consume a Focus Point.
Snake
On a successful Unarmed Strike, you can spend a Focus Point and the creature must perform a Dexterity saving throw against your Focus point save DC or become Blinded and Deafened until the end of your next turn.
Tiger
On a successful Unarmed Strike, you can spend a Focus Point and the creature must perform a Strength saving throw against your Focus Point save DC or be pushed 10 feet away and cannot take Reactions until the end of your next turn. Enemies within 5 feet of the target must also perform the Strength saving throw and receive half the damage of the Unarmed Strike.
Level 17: Shaolin Mastery
The diligent training of your Shaolin Technique manifests in an ultimate strike that few knows the secret of its mastery. While performing an Unarmed Strike, you can spend 5 Focus Points to perform these features following your Shaolin Technique.
Crane's Ascension
Deliver a flurry of roundhouse kicks knocking the wind off of your nearby opponents. All creatures within 20 feet of you must succeed on a Dexterity saving throw against your Focus Point save DC or receive 10D12 Bludgeoning or Force damage and be knocked Prone. On a succesful save, they receive half of the total damage and aren't knocked Prone.
Mantis' Quietus
Deliver a grappled foe the cold, crushing embrace of death. If you are grappling a creature, it must succeed on a Constitution saving throw against your Focus point save DC or be instantly reduced to 0 hit points. On a successful save, they receive 10D12 Bludgeoning or Force damage.
Monkey's Elusion
You blitz in between your opponents, sending each of them packing with palm strikes in the most dolorous regions of their body. You immediately benefit from your Step of the Wind feature as a free action without spending a Focus Point, and every creature you perform Unarmed Strikes against must succeed on a Dexterity saving throw against your Focus Point save DC or receive 5D12 Bludgeoning or Force damage for each attack. On a succesful save, they receive half of the total damage.
Snake's Deathblow
Each of your blows strike like the most virulent venom. Every creature you perform Unarmed Strikes against must succeed on a Constitution saving throw against your Focus Point save DC or receive 5D12 Bludgeoning or Force damage for each attack, become Poisoned and receive 3D12 Poison or Necrotic damage at the end of their turn for 1 minute. The Poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a succesful save, they receive half of the total damage and are not Poisoned.
Tiger's Alacrity
You abruptly pounce at your target, clutching at its weak point and leaving it in vegetative state. After performing a Jump landing within 5 feet of a creature immediately followed by an Unarmed Strike, it must succeed on a Strength saving throw against your Focus Point save DC or receive 15D12 Bludgeoning or Force damage and become Incapacitated for 1 minute. The Incapacitated target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a succesful save, they receive half of the total damage and is not Incapacitated.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
6/23/2025 12:27:08 PM
|
1
|
0
|
1.0
|
Coming Soon
|
|
|
6/23/2025 12:37:59 PM
|
10
|
0
|
--
|
Coming Soon
|
|
|
6/26/2025 6:57:24 PM
|
6
|
1
|
--
|
Coming Soon
|
|
|
8/25/2025 3:54:52 PM
|
29
|
7
|
--
|
Coming Soon
|
Comments