Base Class: Monk
At the spesific time periods the great powers and knowladges created by choosen creatures and this hollows divided in the world, cause of this an Alone Monk created a Tample with martial arts of the Swords and other shinobi teqhniques, this tample builded with an order about protecting the divine hollows with the hollow's powers, cause of this Alone masters are very strong and very proficient about forgotten also forbidden martial sword styles. In the past an alone master used the powers of the hollows for himself cause of this he create a dimensional hole to the abbyysal realm and he founded Dark Ki. After that issues monestery divided two side with a rebellion, and the dark ki users win this war, the exiled monks who could protect their own knowladges and vellums about styles and disciplines named Alone Masters.
Sharp Mind
When you choose this tradition in te beggining of 3rd level, you gain proficiency for martial weapons and you can use your simple light weapons for using your flurry of blows abilities, and if a creature tryes to disarm you, you can spend 1 Ki point for dismiss the disarming effect for once as a reaction.
Combat Arts
When you choose this tradition in te beggining of 3rd level, you can choose two combat arts for using them at the 3rd level, you can use them if you spend one Combat Endurance, you have combat endurance equal to your wisdom modifier per short or a long rest. When you reach 7th, 11th and 15th levels you can choose two another combat art for using them. Your saving DC for these arts is 8 + your proficiency bonus + Your dexterity bonus, and your chance to hit is normally you use with your weapon. (If you choose hexblade warlock class you can use CHA modifier for the DEX modifier.) When you reach 7th level your combat endurance goes to twice of your wisdom modifier, and when you reach 15th level your combat endurance goes to three times of your wisdom modifier.
Ascending Carp
You can use this combat art if you're not wearing any armor or shield, as an action you can make all ability saving throws and each one rolled higher than 16 give you a + 1 Armor Class for 1 minute, and you gain resistance to slashing , piercing and bludgeoning non-magical damage types for 1 minute.
Braced Block
You can use it if you are not wielding a martial weapon. As a reaction you can block a melee attack with constitution saving throw, your saving DC is 8 + Enemy's Strength modifier. If you success the saving throw you can take half damage and you get opportunity attack to this target.
Cleanse Injury
You can use it if you had a + 3 or more medicine skill bonus. As a bonus action you can choose a friendly creature in 5ft. area and you must make a medicine check and you must roll higher than 8 + the target's strength modifier, the target must make a constitution saving throw if it counscious and must roll higher than your monk level, if the target is unconscious you can sober the target or stabilize if it at death's door. If you use it on a target who is counscious it takes temporary hit point equal to your monk level + your medicine skill, when you use this you cannot use move action in the same turn.
Descending Carp
You can use this combat art if you wield any piercing or slashing simple weapon. While you are holding your simple weapon if a creature close to your at least 15ft. you can use your bonus action for hitting with the simple weapon as a part of this art, if you hit the target, it must make all saving throws and saving DC is 8 + Your Proficiency Bonus + Your Dexterity or Wisdom modifier. Each failed saving throws gives a - 1 armor class for the target for 1 minute.
Frozen Transmission
You can use it if you wield at least one metalic piercing or slashing weapon. As a reaction when a you will take cold damage you can use it. When you hitted by a cold type damage you gain resistance to this damage types and if you had already resistance you gain immunity and after the reaction you can add cold damage equals to your monk level for next one minute.
Ground Transmission
You can use it if you wield at least one metalic piercing or slashing weapon. As a reaction when a you will take thunder or lightning damage you can use it. When you hitted by a lightning or thunder type damage you gain resistance to this damage types and if you had already resistance you gain immunity and after the reaction you can add lightning or thunder damage equals to your monk level for next one minute.
Heat Transmission
You can use it if you wield at least one metalic piercing or slashing weapon. As a reaction when a you will take fire damage you can use it. When you hitted by a fire type damage you gain resistance to this damage types and if you had already resistance you gain immunity and after the reaction you can add fire damage equals to your monk level for next one minute.
Hilt Bash
You can use this combat art if you wield a slashing martial weapon. While you are holding your weapon and hit an enemy with a successful attack you can spend your bonus action for hitting the enemy with your flurry of blows ability but if you can hit with the flurry of blows it goes critical hit if you can not hit the enemy it goes to success.
Horsehoof
You can use it if you had 10 or higher strength score if you hadn't you take disadvantage to your horsehoof dice. As a bonus action you can choose one enemy who wielding a shield or half covered, and you can kick it, the kicked target mus make a constitution saving throw, if it fails it looses it's shield and cannot use for 1 minute again and it takes disadvantage to dex and str saving throws for 1 minute, also you gain advantage to your next attack dice against to kicked target while the effect surging.
Ichimonji
You can use this combat art if you wield just one martial two-handed or versality weapon, you can attack ranged with 20ft. line area with this art. When you use it you make a windfull and magical slasahing damage dealer area attack for 20ft. line area, each creature in 20ft. line area must make a dexterity saving throw if a target fails the throw it takes magical slashing damage equals to your weapon's damage, if a target creature's type is construction it must make it's saving throw with disadvantage and if it fails you can deal critical damage to this target.
Initiative Ambush
You can use it if you are hidden for the target or in the same turn you take hide action. As a bonus action while you are hide you can roll a initiative with advantage and if your roll higher than the target's AC you can take extra attack action as a bonus action.
Mikiri Counter
You can use this combat art if you wield at least two weapon, as a reaction you can deflacte the coming attack. If a creature makes a piercing melee attack to you, you can use it for rolling a dexterity saving throw and you must roll higher than 10 + Enemy's level or half of CR, it you get success you can deflect it and ignore the damage, the deflected target pushed 10ft. and takes disadvantage to attack rolls dexterity saving throws and strength saving throws for 1 minute.
Odd Deflect
You can use this combat art if you wield at least one simple melee weapon. You can roll a dexterity saving throw as a part of a simple melee weapon action and you must roll higher than the enemy's AC, if you success you can disarm the creature if target cannot be disarmed you can ignore one immunity or resistance of the creature for 1 minute.
Retentive Wind
You can use it if you wield a bludgeoning or slashing martial weapon. If a target makes a ranged attack to you, you can roll a dexterity saving throw and your saving DC is 14, you can deflect the ranged attack, the ranged attack's damage ignored by you and you get advantage to your next dexterity saving throw for 1 minute.
Whirlwind Slash
You can use this ability if you wield just one martial slashing weapon at the fight, you can attack a circle area as an action with it, in the 10ft. area all creatures must make a dexterity saving throws if the target creatures fails the saving throw they will take magical slashing damage equal to your weapon's damage and if your weapon already is a magical weapon you can add your proficiency modifier to the damage roll.
Wriggle Out Attack
If you hadn't dexterity score higher than 15 you take disadvantage for it. As a bonus action after you attack an enemy you can slide down of the target and you can hit again another creature in 10ft. and if is difficult terrain you take disadvantage for your hit chance dice. The slided target must make a constitution saving throw if it fail it goes prone.
Secret Technique of Kensei
Starting at 6th level, you can choose a martial slashing, piercing or bludgeoning one-handed (if you had 13 or higher strength score you can choose two-handed weapons) weapon for marking and bonded with it. When you bond with a weapon this bond cannot be broken while the sword is sturdy, and you can add your wisdom modifier to your damage and your bonded weapon goes to magical damage if it already deals magical damage it is not giving any effect. When a creature tries to hit you and it goes to success you can spend 1 Ki point for protect yourself with your weapon, your weapon had hit points equals to (Your monk level x your weapon's damage dice + Your Wisdom Modifier) and had AC equals to (Your Unarmored AC + Your Wisdom modifier). You can use this as a reaction.
Martial Stance
When you reach 11th level, you can choose your martial stance for gaining kensei martial arts for using in the battlefield. When you choose a martial stance you cannot choose again, and you can use this stance just with your bonded weapon.
Offensive Stance
When you choose this stance for getting expertise from it, you can increase your bonded weapon's attack range for 15ft. and you can take disangage action as a free action.
Riposting Stance
When you choose this stance for getting expertise from it, while your wielding your bonded weapon when an enemy attack to you with a melee attack, you can spend your reaction for giving it disadvantage for it's attack dice.
Sturdy Stance
When you choose this stance for getting expertise from it, you gain a + 1 unarmored armor class, and you gain a + 1 to all of your saving throws while you are wielding your bonded weapon.
Secret Ninjutsu
When you reach 17th level, you can choose one ninjutsu type for gaining abilities about it. And your ninjutsu spellcasting ability is your Wisdom modifier, you saving DC is 8 + your proficiency + Your Wisdom modifier, and you gain expertise to your wisdom saving throws.
Kaizen Ninjutsu
When you choose this ninjutsu type, you can cast Greater Restoration with spending 3 Ki points, mass cure wounds with spending 3 Ki points and lesser restoration with spending 1 Ki points.
Kūki Ninjutsu
When you choose this ninjutsu type, you can cast control wind with spending 3 Ki points, cone of cold with spending 3 Ki points and misty step with spending 1 Ki points.
Maindo Ninjutsu
When you choose this ninjutsu type, you can cast dominate person with spending 3 Ki points, dominate monster with spending 3 Ki points and dominate beast with spending 3 Ki points
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