Base Class: Monk
Your monastery was a forgotten back alley, your sacred text was graffiti on a whorehouse wall, and your zen koan was a punch to the face.
The only "master" you ever had was a bar-fighting son of a ***** who taught you to hit first, hit hard, and never apologize.
You don’t come from any precious cloistered commune; you come from the street. The same street you’ll leave the other guy bleeding out on.
Namaste, ya filthy animal.
Dirty Fighting Technique
Starting when you choose this tradition at 3rd level, you can punish your enemies in new ways. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
- Heel Stomp- its speed is reduced by half until the end of your next turn if it fails a DEX saving throw
- Wrist Strike- it drops one item of your choice that it's holding if it fails a STR saving throw
- Eye Gouge- it has disadvantage on ranged attacks until the end of your next turn if it fails a CON saving throw
- Throat Punch- it can't talk until the end of your next turn if it failed a CON saving throw
Ki Corruption
At 6th level, you gain the ability corrupt the life energy of your enemies. You can spend 1 ki when you hit an opponent with a melee attack to corrupt the target's ki. When a corrupted enemy you can see within 30 ft makes an attack roll or saving throw, you can trigger the corruption as a Reaction. Roll a martial arts die and subtract the result from the target's attack or saving throw. Corruption lasts for 1 minute, until triggered, or until you inflict corruption on another enemy.
Intimidating Aura
Beginning at 11th level, you can exude such malice and hostility that you can terrify others at a glance. As an action, force a target you can see within 60 feet to make a Wisdom saving throw. If they fail they become frightened of you for 1 minute. Targets may retry the saving throw at the end of each of its turns. Intimidating Aura can be used again after a short or long rest.
Savage Rip
At 17th level, you gain the ability to rip where it hurts the most and leave target's bleeding out. When you hit with an unarmed strike, you can spend 3 ki points to rip at the target's vital areas. The creature takes 5d10 additional slashing damage and must make a CON saving throw at the start of each of its turns for 1 minute. If it fails, it takes 1d10 slashing damage. If it succeed, the effect ends. You regain the use of this ability after a short or long rest.
Previous Versions
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