Base Class: Monk
Monks of the Way of Contingency focus honing their instincts and their reaction time so that they can properly and quickly react to dangerous and possibly fatal situations. These monks can prevent certain spellcasters from casting, take attacks for their allies in danger, or control the ki in their enemies' bodies to prevent them from taking certain actions.
Reactionary Techniques
Starting when you choose this tradition at 3rd level, you learn to quickly manipulate your ki when you are hit by an attack. When you are hit by an attack, you can use your reaction to spend 2 ki points and use either your Step of the Wind technique or your Patient Defense technique. When you use this reaction, it does not prevent the attack from hitting, but after the attack, the effect of the Step of the Wind or Patient Defense technique takes place.
Extra Reaction
At 6th level, your ability to react quickly improves. You now have 2 reactions per round.
Preventative Strike
Beginning at 11th level, you can control the ki in spellcasters' bodies to prevent them from casting spells when you see them do so. As a reaction, you can make a melee attack against a spellcaster within 5 feet of you and cause them to have to make a concentration check DC = 8 + your proficiency bonus + your Wisdom modifier or fail the spell.
Protective Attack
Starting at 11th level, you can manipulate the movements of your enemies. When an ally within 5 feet of you comes under attack, you can spend a ki point to use a reaction to make an attack on your ally's attacker and force them to make a Wisdom saving throw DC = 8 + your proficiency bonus + your wisdom modifier or they must choose a new target or let the attack fail. If the attacker chooses a new target, it makes a new attack roll.
Punishment Strike
Beginning at 17th level, you are able to set up requirements for your enemies to follow. When you hit an enemy with an unarmed attack, you may spend 4 ki points to make the enemy make a Wisdom saving throw DC 8 + your proficiency bonus + your Wisdom modifier. If it fails, give one of the following commands to the enemy:
- Flee: The enemy must use its reaction to move its movement speed away from you. It takes the most direct path to flee combat, and if dangerous terrain is in that path, it does not use movement to avoid it.
- Fall: The enemy must drop anything it is holding, lose concentration on any spells it has cast, and go prone.
- Fight: The enemy must make a basic attack against a target of your choice.
- Freeze: The enemy must use its entire turn to do nothing.
- Fear: The enemy gains the frightened condition until the end of your next turn.
In addition, the enemy takes 4d8 psychic damage for a failed Wisdom save or half if it succeeded. However, the enemy can choose not to follow the command. If this happens, the enemy takes 6d8 psychic damage instead of 4d8.
Previous Versions
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3/3/2021 8:41:41 AM
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