Monk
Base Class: Monk

In contrast to most battle tactic methods, the monks of the Guiding Hand have a much different approach. They prefer to have their enemy do all their work for them, and only expend their own energy when it is the most advantageous. These monks rarely rely on strength at all, but are practiced in redirecting strength from others.

Their movements are fluid and calculated. Many have derived dances from the movement of these monk's combat techniques. Visually, they represent a culture. For some it is simply a culture of art, for others a form of pacifism, and even others a hope for the underdog. While there are many different species that become monks in this form, smaller creatures like halflings, gnomes, or even goblins populate most of the temples. Driven by an inner strength and sobriety that often the small do not possess, monks of the Guiding Hand become disciplined and formidable foes.

The Gentle Way

Starting when you choose this tradition at 3rd level, you learn to use your enemy's weight against them. As a reaction, you can use one of the following features:

Pull Off Balance. If a creature misses you with an attack, or moves into a space within 5 feet of you, you can roll contested Dexterity (Acrobatics) checks. If the creature fails, you can choose to either knock it prone or impose disadvantage on it's next attack roll. The creature has a -2 to their roll for each size larger than you. This feature does not effect Gargantuan creatures.

Redirect Attack. If a creature misses you with a weapon attack, and there is a second creature within 5 feet you, you can cause the first creature to make the same attack roll against the second creature.

Trade Space. If a creature misses you with an attack, you can roll contested Dexterity (Acrobatics) checks. If the creature fails, you swap locations with that creature. You can also swap places with a willing or  incapacitated creature within 5 feet of you as long as they are your size or smaller without rolling. Moving in this way does not provoke opportunity attacks.

Use Momentum. If a creature misses you with an attack, and there is a table, wall, or other solid object within 5 feet of you, you can make an improvised weapon attack on that creature and add your proficiency modifier to the attack roll. At level 11, you can add your Dexterity modifier to the damage roll.

Energy Preservation

At 6th level, by using your opponent's weight and strength as weapons against him, you preserve your own mental and physical energy. Once per round, you can spend 1 ki point to take an additional reaction.

At level 11, you can use this ability twice per round. At Level 17, you can use this ability three times per round.

Martial Mobility

Beginning at 11th level, you have advantage on all Dexterity (Acrobatics) checks and saving throws and can stand from being prone using 5 feet of movement. Additionally, you can also add your Dexterity modifier to damage dealt using your Redirect Attack and Use Momentum abilities.

Balanced Stance

When you reach 11th level in this class, you can use your reaction to negate any Critical Hit on you or an ally within 5 feet of you.

Ki Sense

At 17th level, you learn to use your inner ki to sense creatures around you. You gain Truesight within a range of 30 feet and cannot be surprised. However, you cannot see into the ethereal plane with this feature.

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Way Of The Guiding Hand Image

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