Base Class: Monk
You are developed in your own specialised fighting techniques. These allow you to take down the strongest foes and the biggest hordes.
Skillful Combatant
You are very experianced in the various forms of surviving that exist. You gain proficiency in one skill of you choice and one tool of your choice.
Battle Techniques
When you take this subclass at 3rd level, you gain skillful ways of controlling your enemies in battle. You learn two techniques from the battle techniques list. You gain an additional technique at 6th, 11th and 17th level.
Some techniques require a saving throw. These techniques use your Ki save DC. Some techniques require you to be a certain level in this class. You can only use one battle technique per attack. Once you've reached 5th level in this class, you cannot use both stunning strike and a technique on the same attack. Finally, when you learn a new battle technique, you can change out one technique you know for a different one you can learn.
Acrobat's Style
You are a wonderful parlour master, with your dexterity unmatched. As such, when you finish a long rest, you can gain the following bonuses until you finish a long rest:
- Your jumping distance is doubled.
- You treat a roll of 7 or lower as an 8, when rolling for acrobatics.
- When you roll to use your deflect missiles, you can add your proficiency bonus to the roll.
You cannot gain these benefits if you already have the benefits of another "Style" technique.
Brawlers Style
You are a skilled fighter with the various objects and tactics that come with surviving a ruthless, chaotic scene that is a bar fight. You can gain the following benefits when you finish a long rest. These benefits last until you finish a long rest:
- Your ac increases by 1.
- You gain proficiency in improvised weapons.
- When you grapple a creature, they take 1d4 bludgeoning damage.
- Once per short or long rest, you can spend 1 ki point as a bonus action to heal yourself a number of hit points equal to one rill of your martial arts die.
You cannot gain these benefits if you have the benefits from any other "Style" techniques.
Chess Piece Technique
When you hit a creature with an attack, you can reduce the damage by 10. If you do, and still deal damage, then the creature is move 5 feet back and you may move into its original space.
Distraction Technique
You can use an attack to give yourself advantige on attacks against one creature of your choice within 5 feet of you until the start of your next turn.
Formidable Form Technique
When you deal more than 10 damage with an attack, you can make each creature you choose within 30 feet of you, make a wisdom saving throw. On a fail, a creature is frightened of you until the end of your next turn.
Protectors Style
You have perfected your talent for protection. As such, you can, at a long rest, gain the following benefits, until your next long rest:
- You can spend 2 ki points as an action to heal a creature within 5 feet of you, for a number of hit points equal to two rolls of your martial arts die plus your wisdom modifier. Once you have done this, you cannot do so again until you finish a long rest.
- As a reaction, when a creature within 10 feet of you takes damage, you can take the damage instead. You can do this once per long rest.
Pulsing Palm Technique
Prerequisite: 6th level in this class.
While you have a creature grappled, you can spend a ki point as an attack, to have it make a constitution saving throw. If they fail, they stop being grappled and gain one of the following conditions for a number of rounds equal to your wisdom modifier; Blinded, Defended or Poisoned.
At 11th level, you can make the creature Paralized. At 17th level, you can instead give the creature a level of exhaustion.
If they creature takes damage, they can remake the saving throw, ending the condition on a success.
Spinning Toss Technique
Prerequisite: 6th level or higher in this class.
While you have a creature grappled, you can spend 2 ki points to make the creature make a strength saving throw. This is done in place of an attack and on a failed save, the creature is thrown up to 15 feet, is knocked prone and takes damage equal to the distance thrown. On a successful save, they are thrown to a spot within 5 feet of you and is knocked prone. They do not however take the damage. Either way, the grapple ends.
Stone Fist Technique
Prerequisite: 11th level or higher in this class.
When you make a creature save against stunning strike, you can spend 6 extra ki points to make the creature fail. If you do, the creature is stunned for one additional round
Thunder Kick Technique
Prerequisites: Atleast 11 levels in this class.
You can, as an action, stamp down to cause the ground shake in a 30 foot radius. If you spend 6 ki points, you make every creature within range fall prone if they are of a size catagory large or smaller. A larger creature can make a strength saving throw to avoid falling prone. Flying creatures are unaffected.
Rejuvinating Breath
At 6th level, you can take a moment to straighten your thoughts and analize the situation. As a bonus action, you can regain a number of Ki points equal to one roll of your martial arts die. You can only do this once per long rest.
Personal Technique
At 11th level, you have a special gift, a personal way of fighting that only you have. Choose one 3rd level spell from any spell list. Once per long rest, you can spend 4 ki points to cast it, at base level. Wisdom is your spellcasting modifier for this spell.
Boon of Training
At 17th level, you have trained so hard that you are able to hide you weaknesses with your strengths. You gain the following.
- You no longer need to spend ki to use step of the wind or patient defense.
- Your martial arts die is now a d12.
- You can use your Personal Technique feature an unlimited number of times, provided you have the ki points to spend on it.
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