Base Class: Monk
The Loxodon tribes of Aldear's frozen tundra are widely unknown to the rest of the world. The nomadic tribes braving the icy dangers while safeguarding their history and the custom. The Broken Tusk are one such tribe. Warriors of this tribe are taught the ancient laws of the Loxodon and help maintain peace between the tribes, acting as mediators or enforcers as needed.
Fortitude of the Broken Tusk
Your Armor Class when you are wearing no armor or shield is equal to 11 + your constitution modifier + your proficiency bonus.
This replaces Unarmored Defense.
Martial arts of the Broken Tusk
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are heavy bludgeoning weapons, martial bludgeoning weapons and any simple melee weapons.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:
- You can roll a d6 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, remaining one dice category ahead of the normal chart, as shown in the Martial Arts column of the Monk table.
- When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
This replaces Martial Arts.
Wholeness of Body
At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.
Tranquility
Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.
Ki
Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.
You can spend these points to fuel various ki features. You start knowing three such features: Furious Blow, Thick Skin, and Trample. You learn more ki features as you gain levels in this class.
When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Ki save DC = 8 + your proficiency bonus + your Constitution modifier
Furious Blow
Immediately after you take the Attack action on your turn, you can spend 1 ki point to make one unarmed strike as a bonus action. This strike does twice the dice, and modifiers on a hit. At level three it also grants disadvantage to enemies saving against Stunning Strike.
Thick Skin
You can spend 1 ki point to gain resistance to all non magical attacks until then end of your next turn.
At level 5 you can also use this ability as a reaction.
At level 10 this ability applies to all damage.
Trample
You can spend 1 ki point to take go thrashing through your enemies. As part of your move action, you can move unimpeded through enemy squares. Each enemy you pass though must make a Strength Save vs your Ki save DC or be pushed back 5 feet. If enemies collide as a result, they must roll a Dexterity Save of your Ki save DC or be knocked prone.
Frozen Steps
Starting at 2nd level, your speed increases by 5 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. Your speed will always be 5 feet less than the normal growth of this ability.
At 9th level, you become increasingly difficult to move. You may make a Strength Save to ignore difficult terrain or against any movement impairing or push/pull/slide effect to negate it. On a failed save the movement is halved.
This ability replaces Unarmored Movement.
Quivering Palm
At 17th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.
You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.
Open Hand Technique
Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
- It must succeed on a Dexterity saving throw or be knocked prone.
- It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
- It can’t take reactions until the end of your next turn.
Repentance and Atonement
Loxodon's have always believed in a brutal but efficient means of atoning for ones sins. Given time you conduct an ancient Loxodon ritual that allows you to extract information from a target. Through a series of blows you whittle away at ones resolve, making them more like to atone for actions or to reveal a hidden truth. If the target reveals said information or chooses to atone for their actions the damage fades moments later.
You make an attack against the creature. The creature must save versus your Ki save DC. If the creature fails three of these saves before they've been rendered unconscious, they reveal the truth. If the creature is knocked unconscious, the effect ends and the creature has advantage on any further attempts.
Thick Hide of the Wastes
Your hides have grown thick to be able to sustain the harsh environments of Aldaer's Frozen Wastes along with the weathering of countless battles. The dense skin and hearty constitution allow you to shrug off ranged blows from attackers. You gain resistance to non magical ranged attacks equal to your monk level + your constitution modifier and additionally are not effected by cold weather effects. This effect replaces Deflect Missiles.
At level (?) the passive damage reduction also effects magical ranged attacks.