Monk
Base Class: Monk

Way of The Displacer

Balance is what a Monk should seek, and balance is what the initiate get taught when becoming a part of the Monastery of the Displacer Beasts. The sigil of this institution is two Displacer Beasts intertwine to a circle one black, the other white, one touches the other on the shoulder with one tentacle. Students of this way must learn how to kill and how to protect, they must learn mercy and merciless action, discussion where it is appropriate and fight where the discussion won’t do it.If surpassed the stage of an initiate you gain your monastery tattoos, the sigil of balance with long tentacles. Two of them, one white and one black, on your arms, as well as the same on your legs and your head. With your fast motion it appears to your enemies that there are real tentacles around you.

The Way of The Displacers shows its students the action of a predator and a protecting alpha leader. Both as fast as a blur, deadly and protective you are the balance agressive and defensive martial arts. Hard to hit, useful too your group and able to be a threat to your enemies you become one with the Displacer Beast. Knowing your surroundings nearly nothing can stop you.

Blur of Motion

Starting at 3rd level, whenever you want to make an unarmed strike you can move up to 5 feet before the attack. Additionally, whenever you make an unarmed strike, you can spend one KI point to gain advantage for that attack.

Disrupting Strikes

At 6th level you have learned to better observe your opponents in battle and become more adept at disrupting their balance, forcing them in a spot more favorable for you.

You have a pool of disruption points. At the beginning of combat, that pool is always empty. The maximum number of disruption points in your pool equals twice your Monk level.

At the beginning of your turn, you can choose one enemy within 15 feet of you. That enemy becomes your adversary until it dies, gets more than 15 feet away from you or until you choose a different adversary. You can only have one adversary at a time. Whenever your adversary changes, your pool of disruption points becomes empty. Whenever you hit your adversary with a melee attack, increase the number of disruption points by a value equal to half your Wisdom modifier, rounded up.

Whenever your adversary deals damage to you, you can expend a number of disruption points, up to a maximum number equal to your Monk level, and reduce the incoming damage by that number. Additionally, when your adversary hits a creature other than you, that is within 5 feet you, you can use your reaction to spend a number of disruption points and reduce the incoming damage by half that number, rounded down.

Tentacle Rush

 At 11th level you get the ability to manifest traits of a displacer beast.

As an action you can summon tentacles in order to restrain creatures around you. As they appear, up to four target creatures within 10 feet of you must succeed on a Dexterity saving throw against your Ki save DC or take 3d6 bludgeoning damage and be restrained until the ability ends. When you use this ability you can spend any number of Ki points. For each Ki point spent this way, you can target one additional creature. A creature restrained by the tentacles takes 3d6 bludgeoning damage at the end of its turns. It can use an action to make a Strength or Dexterity check against your Ki save DC. On a success, it frees itself. When you move more than 10 feet away from a creature restrained this way, the creature is automatically set free.

This ability lasts for one minute. While it is active, as an action you can use any number of Ki points to summon more tentacles to target additional creatures within range. For each Ki point spent this way, you can target one additional creature within range. Once you use this feature, you must finish a short or long rest before you can use it again.

Dance of the Displacer

You have now mastered the Way of the Displacer, dancing around the battlefield. At 17th level you can spend any number of ki points. For a number of rounds equal to half the number of ki points spent this way rounded up, you get the following benefits:

  • The maximum number of disruption points in your pool is doubled to 4 times your Monk level.
  • Whenever you gain additional disruption points, instead gain twice as much.
  • There is no limit to the number of disruption points you can spend to reduce incoming damage.
  • The range limit for keeping your adversary is increased to 40 feet.
  • The range in which you can use your disruption points to protect your allies is increased to 10 feet. Additionally the amount of damage reduced when protecting allies with your disruption points now equals the number of points you spent.
  • You can use your Deflect Missiles feature against any projectile of a ranged weapon attack, that passes within a 10 feet radius around you. Additionally you can use your Deflect Missiles feature without using your reaction.

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