Base Class: Monk
Monks of the Way of the Kami are taught to channel aspects of their gods and spirits into their strikes. While other monastic traditions focus on self reflection, Monks of the Way of the Kami look to the spiritual and fey realms and the creatures that dwell within. . They also train exclusively in fist weapons known as God's Fists, through which they channel the spirits of the Kami. Kami are not separate from nature, but are of nature, possessing positive and negative, and good and evil characteristics. They are manifestations of musubi the interconnecting energy of the universe, and are considered exemplary of what humanity should strive towards. Kami are believed to be "hidden" from this world, and inhabit a complementary existence that mirrors our own: shinkai To be in harmony with the awe-inspiring aspects of nature is to be conscious of kannagara no michi ,the way of the kami").
Adepts of the way of the Kami, invite these spirits to dwell within them and through this symbiosis they are granted aspects of the powers of the Gods. These powers are then channeled through the God Fists, that the monks gain skill in.
Path of the Kami
When you choose this tradition at 3rd level, you gain proficiency with God fists. These weapons vary in appearance but are always some kind of forearm and hand wrapping with conductive metal plates. The God Fists damage scales with your martial arts damage.
Kami of Foxes.
You learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.
Additionally you can cast disguise self once per short rest and . At 1st level, stealth and sleight of hand skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiency.
Kami of War
At 6th level, you extend your ki into your God Fists, granting you the following benefits.
Hachiman's Strike. Your attacks with your fists count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You can also perform strikes to create arrow like bolts of divine energy . Each ranged strike does 1d6 plus your WIS modifier and has a range of 30ft/60ft with disadvantage.
Hachiman's Seal. When you hit a target with a fist, you can spend 1 ki point to cause the weapon to mark the creature with the seal of war, this seal deals an additional 1d6 point of damage whenever you hit the creature with a Mind's claw attack If the target drops to 0 hit points before this effect ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. The effect lasts 1 minute.
Kami of Seas and Storms
At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant your God Fists the ability to form a storm of energy. With your strike you cast thunder step for each Ki point you spend above 1 you can add an additional 1d10 points of damage.
Kami of the Sun
At level 17 you gain the blessing of the Kami of the sun, the wolf goddess, divine creator. You learn how to channel this divine sunlight into a wolf's bite. The wolf's bite is a strike that pierces the very centre of a creatures being. When you hit a creature with an God Fists strike, you can spend 3 ki points to pour divine light through the bite, which burns the target out from the inside. When you use this action, the creature must make a dexterity saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 fire damage.







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