Monk
Base Class: Monk

Way of the Lord monks are Warrior folks who follow the teachings of the mantis tribe (a hidden clan of highly trained assassins and duelists) religiously. You hone your body and mind to perfect the art of singular combat, tempering yourself into a weapon.

A way of the lord monk might be a travel who had bought or scavenged for the tribe's teachings, a contestant in the colosseum of fools who the tribe has grown fond of, or simply a warrior born, who begged to practice with the mantis tribe.

Tempered Flesh

Your body is moulded until it can withstand attacks like Armour. Starting at 3rd level, you gain resistance against bludgeoning, piercing & slashing, and have +1 AC regardless of if you're wearing armour.

Sharp Hide

Your flesh is forged into a weapon of it's own. Starting at 3rd level, you can have your unarmed strikes deal slashing or piercing damage.

Tribe weapons

You are acquainted with the tribes signature weaponry. Starting at 3rd level, you gain proficiency with the lance and any other martial weapon of your choice.

Mark Target

You've learned to take advantage of your opponents mistakes. Whenever a creature within range fails a roll, you gain advantage on your next action that targets them and critical success go from 20 down to 18 for attacks on that creature from you.

Trial by Combat

You again the ability to force creatures to face you. by expending 3 ki points, you can attach a invisible chain to a creature within 15 feet, pulling it within 10 feet of you and giving you advantage on all attacks made against that creature. to break the chain, the creature needs to beat a strength save equal to your wisdom score. if the creature fails the save, 2D8 physic damage is dealt to that creature, the chain isn't broken and you can make one action on the creature.

Ki of a Lord

You have mastered the martial arts of the mantis tribe, and can form a spectral partner to fight alongside you. Starting at 17th level, you can spend 5 ki points to summon a ghostlike being that perfectly replicates your stats and appearance and has hitpoints equal to half of the hitpoints you had when you created the Spector. the Spector shares your initiate rolls and will always make the same move as you (e.g. if you make an unarmed attack the Spector will make an unarmed attack on the same creature, or if you move 25 feet it will also move 25 feet). The Spector takes damage when you do but you don't take damage when it takes damage (so if you take 30 damage from and attack and the Spector takes 20 damage form a different attack, the Spector take 50 damage in total). the Spector disappears when it reaches zero hitpoints but can be brought back by using the feature again.

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