Base Class: Monk
Monks who follow the Way of the Righteous Tortoise revere the power and grandeur of the great A'tuin . They alter their own ki to resonate with turtle power, fortifying their bodies, and patiently waiting for the right moment to strike.
Amphibious
At 3rd level, you gain the ability to breathe water.
Turtle Power
Starting when you choose this tradition at 3rd level, you may use the following Turtle Power techniques:
Turtle Shell
As a bonus action gain +2 bonus to AC until the start of your next turn or until you are successfully damaged.
Snapping Turtle Strike
While under the effects of the turtle shell, if a melee attack misses you and the attacker is within unarmed striking range, you may use your reaction and 1 ki to redirect the your enemies ki and send it flying back at him with a furiously quick strike. Roll to attack with unarmed strike. You may use the damage from your unarmed attack or use the enemies failed attack damage (provided by the Dungeon Master). Only the damage from the attack can be redirected in a successful Snapping Turtle Strike. Effects from said attack are ignored. This attack ends the benefits of Turtle Shell.
Ancient Stability
At 6th level, your mastery of balance and stability begins to truly shine. When you have to make a strength or dexterity check or saving throw to avoid being moved or knocked prone against your will, you may do so with advantage.
Shell Shock
Additionally, if you are under the effects of Turtle Shell, you can spend 1 ki point after succeeding in one of these saving throws to make an unarmed strike against your opponent
Tatoru Blast
At 11th level, you gain the ability to create an orb of ki that erupts into a devastating explosion. If you initiated a turtle shell in your last round, and sustained it till the beginning of this turn. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of force for a brief but deadly instant.
Each creature in that 20-foot-radius sphere must succeed on a Strength saving throw or take 2d6 force damage and get pushed back 5 feet away from the center of the blast. A successful STR save incurs half damage, and no push back. A creature doesn’t need to make the save if the creature is behind total cover.
You can increase the sphere’s damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by 2d6.
Turtle Master's Focus
At 17th level, you become the Turtle Master. If you initiated a turtle shell in your last round, and sustained it till the beginning of this turn, you gain advantage on all attacks in this turn.







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