Monk
Base Class: Monk

Life is duality – light and dark, good and evil, hard and soft. True power lies in understanding the flow between extremes, and learning to become a part of that flow. None understand this better than monks who follow the Way of Harmony. Through intense study, they seek to perfect their awareness of those around them, learning to harmonize their energy with that of their allies to create seamless unity of intent and action. In complementing one another, they are able to unlock the full powers of duality, striking ever where their opponents are most vulnerable, and creating opportunities for their allies when their foes' attention rests squarely on them.

The Way of Harmony relies on clarity, understanding of oneself and of one's allies. True masters learn to communicate effortlessly with those they trust, even across great distances.

Bonus Proficiencies

When you choose this tradition at 3rd level, you gain proficiency in the Insight skill if you don’t already have it. Your Martial arts technique relies on reading the actions of your allies just as clearly as those of your foes.

Opening the Way

At 3rd level, you learn how to use your Flurry of Blows to destabilize your opponents, giving your allies additional openings to attack. Whenever you use your Flurry of Blows, you may take the Help action as part of the same bonus action to aid an ally in attacking one of the creatures you targeted with your Flurry of Blows attacks.

Reading the Rhythm

Starting at 6th level, you can use your allies' attack rhythms to strengthen your own. You gain the following benefits:

Counterpoint. You deal additional damage equal to your martial arts die on weapon damage rolls you make as part of a reaction.

Striking Hot Iron. When a creature makes a saving throw against your Stunning Fist feature, they do so with disadvantage if they took damage from an ally of yours during this or the previous turn.

Dynamic Intention

Starting at 11th level, you can align your intentions seamlessly with those of your allies. When you roll initiative, you may choose to set your initiative one higher or lower than that of an ally you can see within 60 feet. Alternately, you may spend a ki point to set that ally's initiative one higher or lower than your initiative result. When you use your Patient Defense or Step of the Wind feature, you may spend an additional 2 ki points to choose an ally within 10 feet of you. Until the end of their next turn, that ally also gains the benefits of the activated feature.

Harmonic Bond

At 17th level, you can connect your ki with that of your allies, synchronizing their resonances perfectly to the benefit of all. As an action, you may expend 6 ki points to cast the telepathic bond spell, requiring no components. You must be one of the affected creatures. You have advantage on attack rolls against a creature when you and at least one other bonded ally is within 5 feet of the creature and that ally isn't incapacitated. In addition to the other benefits of the spell, a bonded creature may use a bonus action to perceive through the senses of another bonded creature until the beginning of their next turn.

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