Monk
Base Class: Monk

This tradition was born in a survival of the fittest environment long ago, where a monk’s offensive prowess was a means of survival in the face of evil creatures. When you choose this tradition, you will have the ability to innately enhance the flow of Ki in your eyes allowing you to see through your target’s defenses and find the weak points to strike. Your chances of scoring Critical Hits become higher and deadlier as you progress in this path.

Enforcer’s Arsenal  Upon choosing this tradition at level 3, you enforce your willpower upon those that wishes to harm you. Your Wisdom is increased by 1 and you can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws. In addition, you now make three unarmed strikes with your Flurry of Blows instead of two.

You can choose two types of weapons to gain proficiency with; one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon. Weapons of the chosen types are monk weapons for you.

Critical Prowess

At 3rd level, you can innately enhance the flow of Ki in your eyes allowing you to spot weakness in your target; you score a Critical Hit on roll 19-20.
Whenever you score a Critical Hit, you can impose one of the following:

Siphon Life You gain Temporary HP equal to half of the damage.

Immobilize Creature must succeed on a Constitution save or be Paralyzed until the end of your next turn.

Brute Force Target must succeed on Strength save or be pushed back 15 feet away and knocked prone. If the creature hits an obstacle when pushed, it takes bludgeoning damage equal to the maximum damage of your Martial arts die.

Improved Critical Prowess

At 6th level, you score Critical Hit on roll 18-20
Whenever you score a Critical Hit, the critical damage reduces both the creature’s current hit points and hit point maximum.

Uncanny Critical Prowess

At 11th level, you score a Critical Hit on roll 17-20. Moreover, your mastery of Ki and your Critical Hit prowess has enabled you to master the nature of critical damage and understand how to reinforce the effect or avoid it. You gain the following abilities:

Critical Evasion  Whenever you are subjected to the effects of a Critical Hit, you can spend 1 Ki point to turn the critical damage into a normal damage.

Death Evasion  When you are in critical situation where your HP is reduced to zero, you can spend 1 Ki point to have 1 hit point instead. You can’t use this benefit again until you finish a long rest.

Devastating Critical  Whenever you score a Critical Hit, you can roll additional damage die in determining the extra damage. When you do so, the number of dice you can add is equal to amount of Ki points you spend with a maximum of 3.

Retribution

On 17th level, you have developed a deadly technique that can destroy not only the Ki flow of a creature, but also its life force, instantly reducing its HP to zero. On the first hit you make when you take the Attack Action, you can spend 4 Ki points to make the hit a Critical Hit and force the target to succeed on a Constitution save or its HP will be reduced to zero. If it succeeds, double the critical damage. Using this technique instantly puts you in Patient Defense; ending your turn.

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