Monk
Base Class: Monk

Masters of the Flowing Ki apply pressure to vital intersections of flowing life energy throughout the body to redirect this energy to where it is most needed. Careful study of this art can allow the user to heal and strengthen their allies or damage and weaken their foes with a simple touch.

Healing Touch

As an action or an unarmed strike you may strike at a pressure point on yourself or a target within 5 feet and heal that target for 1 Martial Arts dice worth of health points. When a target is stuck with Healing Touch you may also expend 5 of your own hit points to cure one disease or neutralize one poison affecting the target.

This feature has no effect on undead and constructs.

Disrupt the Flow

Starting at the 3rd level you can target your unarmed strikes to block the flow of ki in a targets body. When you hit another creature with an unarmed strike, you can spend 1 ki point to attempt to block the flow of ki at the targeted location. You can target the Head, Chest, Arms, Legs, or Wings of a creature. The target must succeed on a Constitution saving throw or suffer your unarmed strikes effects.

Head - target takes unarmed strike damage and must make a constitution saving throw where DC = 8 + Proficiency + Wisdom, if failed target has disadvantage on attacks for 1 round

Chest - Target takes unarmed strike damage and must make a constitution saving throw where DC = 8 + Proficiency + Wisdom, if failed target target has disadvantage on one type of ability check of the monks choice

Arms - Target takes unarmed strike damage and must make a constitution saving throw where DC = 8 + Proficiency + Wisdom, if failed target drops one item of Monks choice

Legs - Target takes unarmed strike damage and must make a constitution saving throw where DC = 8 + Proficiency + Wisdom, if failed target's speed is halved for 1 round

Wings - Target takes unarmed strike damage and must make a constitution saving throw where DC = 8 + Proficiency + Wisdom, if failed the target plummets 20ft

 

Surging Ki

At 6th level, you may spend 3 ki points to remove all curses from the target or cause your target to be gain haste for 1 minute.

Remove Curse - At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.

Haste - Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

Desiccation of Ki

At the 11th level, you gain even greater control the flow of ki through your targets body. You may perform the following actions:

After a successful unarmed strike you may spend 3 ki points to cause the target to become paralyzed. At the end of each of the targets turns, the target can make a constitution save against DC = 8 + your Proficiency bonus + your Wisdom Modifier. On a success, the target is no longer paralyzed. This has no effect on undead or constructs.

After a successful unarmed strike you may spend 3 or more ki points to cause any current spell effects where that spells level is equal to or less than the amount of ki spent to end. For each spell that is a higher level than the amount of ki spent on the target, make an ability check using your wisdom modifier. The DC equals 10 + the spell's level. On a successful check, the spell ends.

Like a Crashing Wave

Starting at 17th level, your touch can channel the energy of life or death into a creature. As an action, you touch one creature within 5 feet of you, and you expend 1 to 10 ki points.

If you choose Death, the target must make a Constitution saving throw, and it takes 2d10 necrotic damage per ki point spent on a failed save, or half as much damage on a successful one.

If you choose Life, the target gains 2d10 hit points per ki spent.

You may do this once per short rest.

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