Base Class: Monk
Monks gone through a rigorous training from three different houses from a warrior tribe known as the Bantu. Mastering their own life force and weaponizing it against those who oppose these fierce warriors. Through countless hours of meditation, they have attuned their fighting spirit into a spiritual totem they are given, containing the three mascots of each house, The Bolk: A Wolf Tribe, specializing in ferocious and precise attacks, the Kunic: A Rabbit Tribe that specialize in perceptual and spiritual magic, and the Toros Tribe: A Bison Tribe that specialize in Strength, and Technical mastery.
Will Driver
Beginning at Level 3, with their Battle Aura attuned to their Magical Totem pole, you may plant down the totem pole on a surface as a Bonus Action creating a Holy Circle consisting of 20Ft. in radius, depending on the leading (top head) mascot head, you and any friendly creatures will gain various effects during combat. As a Ritual, you may change the leading mascot during a Short or Long rest.
Bolk Head: Holy Circle grants bonus to Attack rolls equal to half your Proficiency Modifier (Rounded Down)
Kunic Head: Holy Circle Grants bonus to Spell Attack rolls and Spell Save DC equal to half your Proficiency Modifier (Rounded Down)
Toros Head: Holy Circle Grants Bonus to Attack damage rolls equal to half your Proficiency Modifier (Rounded Down)
As a bonus Action, you may have the Magical Totem Pole be relocated to your immediate position, can only use this feature when the totem is planted down on a surface.
This Magical Totem may be targeted and destroyed by hostile creatures. If your Magical Totem is destroyed, you may have a new one restored provided that you can obtain the materials required, and requires a Ritual for it to be restored.
Aura Fists
Beginning at Level 3 with this Monastic Tradition, you've learned how to manipulate your Aura and extend it out when using any Unarmed Strikes. You gain a reach of 10Ft. for all your Unarmed strikes
Sacred Counter
Beginning at Level 6, you may spend 1 Ki point to enter a Counter stance state as a Bonus Action, any hostile creature that makes an attack towards you must make either a Dexterity or Strength saving throw (Your choice), or be knocked Prone and takes damage equal to your Martial Arts Die.
Dry Out
Beginning at Level 11, you've learned to over exert your body in the heat of battle. You may take an addition Bonus Action on top of your Regular Bonus Action.
Once you've used this feature, you may not use it again until you've finished a Short or Long Rest.
Exsquisite Combo
Beginning at Level 17, this feature enhances Flurry of Blows hit count, increasing it from Two Unarmed Strikes to Three Unarmed Strikes per use.
Previous Versions
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12/15/2019 12:49:01 AM
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5
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1
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1.2
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12/23/2019 9:41:57 PM
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47
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1
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5/11/2020 4:34:23 AM
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155
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3
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1.3
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Coming Soon
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Posted Jan 16, 2022Toros Head and Bolk Head has the same effect.