Monk
Base Class: Monk

Monks following the way of the blind no longer require their vision. They may have had their vision stripped from them as a part of a terrible accident. Turning to the way of the blind as a form of salvation. Contrarily, they may have sworn themselves to blindness, making the active decision that their eyes only hinder them, and they do not need them to see. These monks have mastered seeing with the ears, and jumping around the battlefield, protecting allies and performing powerful blows against enemies, all in a few swift moves, eventually developing the power to move mountains with a single kick.

Heightened Senses

Starting when you choose this tradition at 3rd level, you are blinded and lose all vision. As you lose your vision, your other senses are heightened, you gain a blindsense range of 10 feet and a tremor sense range of 30 feet. When you reach 6th level you grow more accustom to your heightened senses and the ranges of your blindsense and tremor sense are doubled to 20 feet and 60 feet, at 11th level the ranges are tripled to 30 feet and 90 feet.

Also, you cannot make any skill check that relies on sight that is outside your tremor sense range and you have disadantage on any skill check that relies on sight that is outside your blindsense range. You have advantage on any skill check that relies on hearing.

Resonating Shockwave

Starting when you choose this tradition at 3rd level, you can focus one unarmed strike to cause a powerful pressure wave. You listen to the pressure wave as it travels and to where it impacts the first target along its path.

As part of your attack action, you can spend 1 ki to focus one unarmed strike on creating a 5 foot wide pressure wave that travels 20 feet in a straight line and marks the first target in the line it hits until the end of your next turn. The marked target takes damage equal to your unarmed strike due to the force of the pressure wave.

As a bonus action you can leap up to 30 feet to the marked target and make an unarmed strike, you do not proc attacks of opportunity during this movement. You can spend one additional ki to make an additional unarmed strike against the target as part of the same bonus action.

Iron Guard

At 6th level, you gain the ability to shield yourself and any stationary allied target or an object. As an action, you can spend 2 ki and leap up to 20 feet to any stationary allied target or any stationary allied object. When you do so you gain temporary hit points equal to your monk level, if the target of your Iron Guard is an allied creature they also gain the same temporary hit points. You do not proc attacks of opportunity during this movement and you can use your Flurry of Blows as a bonus action after you use this feature.

Until the end of your next turn, you regain hit points equal to your monk level divided by 4 whenever you hit a creature.

Tempest

At 11th level, you gain the ability to smash the ground and create tremors that affect nearby enemy creatures. As an action, you can spend 2 ki and strike the ground causing tremors.

Each creature of your choice within 10 feet of you must make a Dexterity saving throw. On a successful save the creature takes damage equal to your Martial Arts Dice, on a failed save it takes additional damage equal to your monk level divided by 2 and has their movement reduced by half until the end of your next turn.

You can use your Flurry of Blows as a bonus action after you use this feature.

Dragon's rage

At 17th level, as part of the attack action, you can spend 3 ki and hit the target with a powerful kick. You can make an unarmed strike against a creature, the creature is considered stunned for the duration of this attack and takes additional damage equal to 1d12 per strength or dexterity modifier.

A huge or smaller creature is knocked back up to 20 feet and only stops when comes in contact with an immovable object such as a wall. If the creature is stopped by an immoveable object it takes additional damage equal to 2d6 per 5 feet it would have travelled otherwise.

Any creature that is impacted by the knocked backed creature must make a Dexterity saving throw. On a failed save it takes damage equal to the initial target's Constitution score plus your strength or dexterity modifier, on a succesful save it takes half damage.

Once you use this feature, you can’t use it again until you finish a short rest.

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