Monk
Base Class: Monk

Some monasteries teach monks how to manifest their soul in the material plane in the form of a large chain. These monks learn to fight as one with their spirit chain, using it's flexibility and reach to their advantage to overcome mighty foes.

Spirit Chain

When you reach 3rd level, you can manifest your soul in the material realm in the form of a chain. As a bonus action, you can summon the chain into your hand, provided you are not holding anything else with that hand. The chain is a martial weapon that counts as a monk weapon for you. It weighs nothing, and deals 1d6 force damage. This damage counts as magical for the purpose of overcoming resistance or immunity to nonmagical damage. The chain has the reach and finesse properties. The chain disappears when it leaves your hands or when you use this feature to summon another chain.

Chain Technique

When you reach 3rd level, your deep connection with your spirit chain allows you to perform complex attacks to better defeat your foes. You learn one chain technique of your choice, which are detailed under "Chain Techniques" below. Each technique provides a unique way to use your spirit chain as a weapon. You can only use one technique per turn. If a technique requires a saving throw, use your Ki save DC.

You learn one additional technique of your choice at 6th, 11th, and 17th level. Each time you learn new techniques, you can also replace one technique you know with a different one.

 

Chain Techniques

Crashing Wave Strike

When you hit a creature with an attack with you spirit chain, you can spend 1 ki point to force it to make a Strength saving throw. On a failed save, the creature takes force damage equal to 2 rolls on your martial arts die and is pushed up to 10 feet away from you.

Coiling Python Strike

While you are holding your spirit chain, you can use your action to expend 1 ki point and attempt to wrap your chain around a creature within 10 feet of you. The creature must succeed on a Strength saving or take force damage equal to three rolls of your martial arts die and be grappled by you. As an action, the creature can escape the grapple by succeeding a Strength (Athletics) or Dexterity (Acrobatics) check against your ki saving throw DC. The grapple also ends if you halt it (no action required), if the creature is ever more than 10 feet away from you, or you attack another creature with your spirit chain or use another chain technique.

Grasping Eel Strike

When you hit a creature with an attack with you spirit chain, you can spend 1 ki point to force it to make a Dexterity saving throw. On a failed save, the creature takes force damage equal to 2 rolls on your martial arts die and is pulled up to 10 feet toward you.

Guarding Turtle Strike

When you hit a creature with your spirit chain, you can expend 1 ki point to roll your martial die and add the number rolled to your AC until the beginning of your next.

Leaping Cobra Strike

As a bonus action, you can spend 1 ki point to fly up to your speed, without provoking opportunity attacks. At any point during the flight, you can make an attack with your spirit chain.

Mighty Bull Strike

When you hit a creature with your spirit chain, you can spend 1 ki point to force it to make a Dexterity saving throw. On a failed save, it takes force damage equal to one roll of your martial arts die and is knocked prone

Mobile Fish Strike

When you hit a creature with your spirit chain, you can expend 1 ki point to force it to make a Strength saving throw. On a failed save, you and the target switch places. This movement doesn't provoke opportunity attacks.

Raging Whirlwind Strike

As an action, you can expend 2 ki points to sweep your chain in a wide circle. Every creature within 10 feet of you must make a Dexterity saving throw. On a failed save, the creature takes force damage equal to two rolls on your Martial Arts die and be pushed 10 feet away from you. On a successful save, a creature takes half as much damage and isn't pushed.

Snatching Weasel Strike

As a bonus action while holding your spirit chain, you can spend 1 ki point to attempt to disarm a creature within 10 feet of you. The creature must make a Strength saving throw. On a failed save, the creature drops one item of your choice that it is holding. You can then push the dropped item up to 10 feet in any direction.

Sweeping Wildfire Strike

When you hit a creature with your spirit chain, you can spend 1 ki point to deal force damage to the target of the attack and one creature within 5 feet of the original target that is also within reach of your spirit chain. the damage is equal to one roll on your martial arts die.

Rapid Chain

When you reach 6th level, you can attack rapidly with your spirit chain. When you use your action to attack with your spirit chain or an unarmed strike, you can make one spirit chain attack as a bonus action.

Soul Chain

At 11th level, you gain the ability to augment your spirit chain further with your ki. As a bonus action, you can expend up to 3 ki points to grant your soul chain a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again.

Guardian Chain

At 17th level, your keen instincts with your spirit chain allow you to deflect attacks in the blink of an eye. If a ranged weapon attack passes through your reach with your spirit chain while you are holding it, you can reduce the damage as though you used your deflect missiles. If the damage is reduced to 0, the projectile falls to the ground. 

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