Monk
Base Class: Monk

The way of the Pressure Points is a secretive martial arts handed down from father to son. Based on 4'000 years of knowledge in combat and in the medical research. This martial art is defined mythical not for its killer power but for its adaptability to any enemy. Each new generation of this martial art, after receiving training, travels around the world to test themselves with the most talented fighters and the most fearsome monsters. Each generation aims to improve its style for the next generation by adapting it to the combat of its time. (For this subclass you must have the medicine skill)

Meridian Points

Starting when you choose this tradition at 3rd level, with your knowledge in the field of medicine you know of the beneficial and destructive points of the body, your actions can save the life of your friends and yours attacks can be more painful for your enemy.

  • The opponents affected by your attacks suffer stings of pain distracting them for a small period of time, for the rest of the turn you don’t provoke opportunity attacks from them.
  • With a bonus action you can heal a creature next to you, the creature regains hit points equal to your medicine skill + one martial die, but since the energy for healing is extracted directly from the patient, this also takes 3 level of exhaustion. Finishing a short rest can reduces this kind of exhaustion by 1 and a long rest end this condition. You can only use this ability a number of times equal to your Wisdom modifier (minimum 1), after a long rest you can use it again. At 6th level the exhaustion is reduces at 2, at 11th at 1 and at 17th at 0.

Murim Techniques

With your control of the hidden meridian points at 6th level, you can manipulate your enemy’s ki when you harness your own. Choose three of the following options and whenever you hit a creature with one of the attacks granted by your Flurry of Blows, with the use of another ki you can impose one of the following effects choose on the target. At 11th level you can choose another two Shura techniques, and at 17th level you can choose another one.

  • It must succeed on a Constitution saving throw or suffer internal bleeding and take damage equal to one dice of your martial art. It must repeat the saving throw at the start of each of its turns. On each successive failed save, the damage of internal bleeding increases of a martial dice. After three turns the internal bleeding ends. (lev6)
  • It must succeed on a Wisdom saving throw or be confused by your feint and be at a disadvantage in attacking until the end of your next turn. (lev6)
  • it must make a Wisdom saving throw (Goading). On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn. (lev6)
  • It must succeed on a Dexterity saving throw. On a failed save, you can increase your reach by 10 feet. If you hit with a long kick, you add the martial die to the attack's damage roll. (lev6)
  • It must succeed on a Inteligence saving throw. On a failed save, the target can't use its next reaction and it take one martial art dice of psionic damage. (lev6)
  • It must succeed on a Dexterity saving throw. On a failed save, you can hit 2 targets with one rotating kick attack, if you take this technique 2 time you can attack all around you. (lev6) (lev6)
  • It must make a Strength saving throw. On a failed save, it is automatically grabbed, and until the end of your next turn he cannot free himself. (lev6)
  • You can use your enemy as a springboard to jump high (your jump is Dexterity modifier x5 ft.) and attack an opponent in the sky, and drag him to the ground (only if you hit). The creature takes one martial art dice bludgeoning damage for every 10 feet it fell, to a maximum of 20d6 plus your attack. The creature lands prone. (lev6)
  • You make medicine skill check and if your check is equal or more of the CR of the target you score a critical hit on a roll of 19-20 until the end of this turn, and if your check is equal or more of two time of the CR of the target you score a critical hit on a roll of 18-20.

At 11th level you can choose two of the Shura techniques from the list of 6th and 11th level. Each time you learn new shura techniques, you can also replace the techniques you know with a different one.

  • It must succeed on a Charisma saving throw or not be able to move, swimming or fly until the end of your next turn. (ex: the nerves are damaged) (lev11)
  • It must succeed on a Inteligence saving throw or on its next turn, it must choose whether it gets a move, an action, or a bonus action. (lev11)
  • It must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet. (lev11)
  • You can teleport 10 feet after attacking the opponent. (lev11)
  • You ca use your martial die, rolling the die and adding the number rolled to your AC until the end of your next turn. (lev11)
  • It must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. (lev11)

At 17th level you can choose one of the Shura techniques from all the list. Each time you learn new shura techniques, you can also replaces the techniques you know with a different one.

  • It must succeed on a Constitution saving throw or not being able to speak until the end of your next turn. (ex: blow to the throat) (lev17)
  • It must succeed on a Charisma saving throw or be possessed and be forced to attack a partner (max near 5 ft.) and use it reaction. (lev17)
  • It must succeed on a Strength saving throw or be pushed up to 15 feet away from you and fall prone. (lev17)
  • It must succeed on a Dexterity saving throw or be blind until the end of your next turn. (ex: fingers in the eyes) (lev 17)
  • You can teleport 10 feet after attacking the opponent, if you take this technique 2 time you can use the technique once more for the next attack. (lev11) (lev17)

 

Dantian

Beginning at 11th level, your control over ki power improves, your Ki take the forme of a tornado in your dantian, now you can heal yourself, you are able to attack more quickly and you are able to absorb ki from your opponents during the fight.

  • When a creature within 10 ft. of you is reduced to 0 hit points you can use your reaction to regain ki points equal to your Wisdom modifier (minimum 1), and when you score a critical hit you regain 1 ki.
  • Whenever you use Flurry of Blows to attack once, now you can instead attack twice times and three at 17th level.
  • You gain the ability to heal yourself. As a bonus action, you can regain hit points equal to your medicine skill modifier + two dice of your martial art. You must finish a long rest before you can use this feature again.

 

Great Master

At 17th level you are now a Great Master of the Murim Techniques.

  • You gain the ability to combine the Murim techniques with the different attacks of the Flurry of Blows.
  • When you have advantage you can choose to not use one attack rolls dice, but you can increase your damage rolls by a martial art die.
  • On each of your action turn, when you move at least 15 feet and hit a different target with your attack, you can deal extra damage to the target equal to your Martial Arts die.
  • You learn the definitive Murim technique. In any unarmed attack you do, the target must succeed on two saving throw (of enemy chose). You must finish a long rest before you can use this feature again.
    1. if it succeeds on all saving throw, the target is stunned until the end of your next turn.
    2. If it succeeds on one saving throw, the target is reduced to 50% hit points.
    3. If it fails all the saving throws, the target is reduced to 0 hit points.

 

 

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