Base Class: Monk
Many forget the passion derived from the intimacy of combat; the way one can predict opponents, direct their bodies to mask their intentions, and divert attentions to beat a stronger foe.
Those who believe in this passionate exchange exemplify it through their ability to tap into the true powers of Ki and their exotic fighting style, masking their fights as nothing more than a playful dance.
As they twirl, twist, swing, flip, and jump to reposition their bodies, they also introduce a miraculous array of colors to distract their opponents
The Blooming Path
Upon taking this subclass at 3rd level, your connection to your personal resevoir of Mudra opens and you may draw bonus Ki points from this resevoir. When you reach 0 Ki points, you may draw 1 additional Ki point in exchange for suffering 1 level of Exhaustion.
The amount of Ki points you gain per Exhaustion level increases by 1 at level 7, 11, 15, and 19 respectively.
Worldly Connections
Using your newfound knowledge of Mudra, you gain proficiency in Nature as you attune to the world around you.
You also gain access to the druidcraft cantrip.
Captivating Colors
- Purposeful Whiff: On a missed unarmed attack, you may spend 1 Ki points to reroll the attack. This reattempt attack has disadvantage and cannot have advantage under any means other than 17th level.
- Blur of Petals: As a bonus action, you may spend 1 Ki points to create a gale of ethereal petals out of your Mudra, flourishing around you as you fight. Until the end of your next turn, your AC increases by 3 as the petals you have created shield you from harm.
As an action on the turn after you use Blur of Petals, you may spend 2 ki points to charge these ethereal petals with an immense amount of Mudra, causing them to explode outwards in a muiltitude of different colors. Creatures of your choice within 20 feet must make a dexterity saving throw, taking 2d8 radiant damage on a fail, and half as much on a success. You may spend an additional 1 Ki point to add additional d8's to the damage.
- Pulse of Mudra: As an action, you may spend 2 Ki points when touching a creature below 0 Hit Points to send a burst of life energy through them, stabilizing them and healing them for 1d10+wisdom modifier.
Flourishing Movements
At 11th level, your tumbles and weaves of speratic movement have made you a tough target even in places where most would be vulnerable.
When you are prone, you no longer suffer disadvantage on attacks made. When hitting a target with a melee attack while prone, you may spend a Ki point to shift the tides of this battle. The target must succeed a strength saving throw, on a fail the target falls prone as you sweep their legs out from under them. On a success they take normal damage from the attack.
At 11th level, your tumbles and weaves of speratic movement have made you a tough target even in places where most would be vulnerable.
When you are prone, you no longer suffer disadvantage on attacks made. When hitting a target with a melee attack while prone, you may spend a Ki point to shift the tides of this battle. The target must succeed a strength saving throw, on a fail the target falls prone as you sweep their legs out from under them. On a success they take normal damage from the attack.
Blossoming Typhoon
At 17th level, you have perfected the technique to draw in the Mudra from the very nature around you, granting you access to an array of advanced Mudra Abilities
- Helping Hand: When using your Purposeful Whiff, you instead gain advantage on the attack as you create an afterimage of your attack out of petals.
- Budding Retaliation: When under the effect of Blur of Petals, your movements become so disorrienting that any attack made against you grants you insight to the foe's weaknesses. When an enemy misses an attack against you, you may spend a Ki point to make an unarmed strike against them. This does not consume your reaction.
- Mudra of Life: When you use Pulse of Mudra on a target that has died within the past minute, they are brought back to life at their max Hit Points. They remain unconscious for 1d4 hours. This ability acts as normal for allies below 0 but still alive







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