Monk
Base Class: Monk

Way of the Open Stand

Open Stand Technique

Starting when you choose this tradition at 3rd level, you can manifest your ki into a stand.

As a bonus action, you can spend any number of ki points to summon your stand, a humanoid powered by the soul. Whenever you summon your stand, you gain temporary hit point equal to your health times the number of ki points spent to summon your stand. While your stand is activated, all your temporary hit point are your stands hit points and are only removed in certain circumstances. Your stand lasts for as many minutes as ki points you spent and can be deactivated as a free action on your turn. Your stands AC is equal to 10 + wisdom mod + spent ki points. If you run out of temporary hit points your stand crashes. When your stand Crashes you take 1d10 force damage are stunned until the start of your turn. You can only bring out your stand once every short or long rest.

When you become the target of an attack or spell that requires an attack roll while your stand is activated, you can use your reaction to have your stand block it, dealing all damage to the stand.

Your stand has 35 speed and must be within 5ft of you. If the stand is would be moved farther than 5ft away it stops when it reaches 5ft. When you take the attack action with your stand out you may choose to attack with it instead. The stand has unarmed strikes that deal 1d6 force damage. The damage of the strikes increases to 1d8 at 6th level, 1d12 at 11th level, and to 2d12 at 17th level. You are able to use any abilities gained from the Martial Arts and Ki feats with your stand.

Useless Flurry

At 6th level, you increased the speed of your flurry being able to add more strikes in the same amount of time. When you use your stand to use flurry of blows, you may make 4 unarmed strikes instead of 2.

Battle Trance

Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. When you long rest, you can choose to, instead of healing, go into a battle trance. While in a battle trance, you are in a state of intense focus. This focus changes your stands AC to 15 + wisdom + ki points spent and increases the damage of your stand's unarmed strikes by 1d8. When your stand would crash, make a concentration check. If you succeed, gain 2d10 temporary hit points instead, otherwise, your stand crashes as normal and your battle trance stops. Your battle trance lasts until your next long rest and can be stopped prematurely by using your action to start a calming ritual. If you start a calming ritual you are incapacitated until your next turn. If you are damaged during the ritual, make a concentration check. If you complete the ritual, you gain hit points equal to 1d10 + your wisdom modifier and the battle trance ends.

Toki Yo Tomare!

At 17th level, you gain the ability to bend time to your will. While you have your stand out, you can cast Time Stop using at least 5 ki points. When you cast Time Stop, time stops for 1d4 + each ki point spent over 5. You can only spend a maximum of 10 total ki points for this feat. While in stopped time, you gain double proficiency with daggers. Also, thrown weapons stop moving slightly after you throw them and deal their damage once time continues. In stopped time, you can take the attack action to throw up to 3 daggers in quick succession. You may continue time as a bonus action.

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