Base Class: Monk
The ultimate masters of martial arts combat, they are masters of both defense and counter attacks. They learn techniques to augment their reflexes to unimaginable levels and to punish their attackers with devastating counters. A great grand master once said: "master yourself, master the enemy and victory will follow."
Crushing Counter
Starting when you choose this tradition at 3rd level, if a creature misses you with an attack, you can immediately use your reaction to make an unarmed attack against that creature imposing one of the following effects:
- It must succeed on a Dexterity saving throw or be knocked prone.
- It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you. If the target hits a solid surface (like a wall) it takes an additional 1d6 bludgeoning damage.
Master yourself
At 6th level, you learn a much stronger defensive stance. When you use the dodge action on your turn you gain a +2 bonus to your AC.
Additionally, you’ve honed your awareness and reflexes through mental aptitude and physical Balance. You can take a number of additional reactions each round equal to your Wisdom modifier (minimum of 1), at the cost of 1 ki point per reaction beyond the first. You can only use one reaction per trigger.
Impenetrable Defense
At level 11, You gain the ability to recognize surrounding Ki patterns which makes you capable of redirecting attacks and deflecting energy:
Deflect Energy. When you take acid, cold, fire, lightning, or force damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Wisdom modifier + your monk level.
Redirect Attack. When a creature misses you with a melee attack roll, as a reaction, you can cause that attack to target one creature of your choice, other than the attacker, that you can see within 5 feet of you.
Master The Enemy
- At 17th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.
You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.
Previous Versions
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