Base Class: Monk
Monk based on protecting his allies and doing no harm to his enemies
Gental touch
Beginning at third level, your attacks no longer deal damage instead you hit pressurepoints to render the target unconscious. They still count as having struck, for the purposes of things like Stunning Strike, but they deal no damage and thus cannot break your vow of nonviolence. If a creature is hit (5 times for a creature that is human sized 10 times for a creature that is twice your size 15 times for a creature that is giant sized amd 20 time for a creature that is dragon size ) with unarmed strikes they make a constitution saving throw if the fail they fall unconscious for 10 minutes.
Whenever you strike a creature with your Gentle Touch, you can spend 1 ki to choose one of the following
- 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.
- It can't take reactions until the end of your next turn.
Each effect can only be used once, refreshing at the start of your turn, and these effects cannot be applied to an attack that already triggers a saving throw - Such as a Stunning Strike.
Healing hands
Your mystical touch can heal wounds. Starting at 6th level, you can use 1 ki to restore a total number of hit points equal to your monk level × 10.
As an action, you can touch a creature and spend ki to restore your monk level +10 hit points to that creature,
Instead of healing the creature, you can expend 1 ki to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Healing Hands, expending ki separately for each one.
When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature.
Tranquility
Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.
Blood of the martyr
Beginning at 17th level, whenever a target you can see takes damage, you can use your reaction to magically take that damage in their stead. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way.
Additionally, when a creature you can see drops to 0 hit points, or would be slain by an effect other than damage, you can choose to die in their stead. In doing so, you drop to 0 hit points, and restore hit points to the target whose impending death triggered this ability, equal to the hit points you had when you chose to sacrifice yourself.
Finally, if you die due to using either of the above features of this ability, raising you from the dead costs no material component and imposes no penalty on you, as your purity of deed has not gone unnoticed.







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