Base Class: Monk
Pressure Point Technique
Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can attack a precise pressure point to impose one of the following effects on that target:
- Arm - You temporarily make it's limb go numb. It must succeed on a Strength saving throw or be disarmed. It's weapon lands at it's feet.
- Head - You strike it directly between the eyes. It must make a Constitution saving throw. If it fails, it is Blinded until the end of it's next turn.
- Body - You temporarily disorient the target. It has disadvantage on all opportunity attacks until the end of it's next turn.
Flow of Harmony & Discord
At 6th level, you gain the ability to inject your ki into an enemy or ally. You may spend one ki point to do one of the following to a target when you make a successful unarmed attack:
- Discord - You inject the target with your ki, weakening the target. You deal extra necrotic damage by rolling your martial arts die and the next attack roll made against this target before the end of your next turn has advantage.
- Harmony - Touch the target to flow your ki into their life force, healing the target by rolling your martial arts die and adding your Wisdom Modifier.
Peace of Mind
Beginning at 11th level, you can spend 2 ki points to enter into a healing meditation for 10 minutes that surrounds you with an aura of harmony. You and up to six creatures within 30 ft gain the effect of a Prayer of Healing spell. Each creatures is healed for 2d8 plus your Wisdom modifier. You may add extra ki points to increase the healing, at 1d8 per extra ki point spent.
Guided Momentum
At 17th level, you may use your reaction to spend 3 ki points to manipulate the flow of an attack. When you are successfully hit with a melee attack, the attacker must make a dexterity saving throw. If it fails, the attacker's damage is redirected to a nearby enemy instead, unless there are no other enemies within 5 ft of you, then the attack misses. If it succeeds, the damage hits you but is reduced by half.
Pressure Point Technique
Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can attack a precise pressure point to impose one of the following effects on that target:
- Arm - You temporarily make it's limb go numb. It must succeed on a Strength saving throw or be disarmed. It's weapon lands at it's feet.
- Head - You strike it directly between the eyes. It must make a Constitution saving throw. If it fails, it is Blinded until the end of it's next turn.
- Body - You temporarily disrupt the target's actions. It has disadvantage on all opportunity attacks until the end of it's next turn.
Flow of Harmony & Discord
At 6th level, you gain the ability to inject your ki into an enemy or ally. You may spend one ki point to do one of the following to a target when you make an unarmed attack:
- Discord - Make an attack roll to inject the target with your ki, weakening the target. You deal extra necrotic damage by rolling your martial arts die and the next attack roll made against this target before the end of your next turn has advantage.
- Harmony - Touch the target to flow your ki into their life force, healing the target by rolling your martial arts die and adding your Wisdom Modifier.
Peace of Mind
Beginning at 11th level, you can spend 3 ki points to enter a special meditation during a short rest that surrounds you with an aura of healing. You and up to six creatures within 30 ft gain the effect of a Prayer of Healing spell. Each creatures is healed for 2d8 plus your Wisdom modifier. You may add extra ki points to increase the healing, at 1d8 per extra ki point spent.
Guided Momentum
At 17th level, you may use your reaction to manipulate the flow of an attack. When you are successfully hit with a melee attack, the attacker must make a dexterity saving throw. If it fails, the attacker's damage is redirected to a nearby enemy instead, unless there are no other enemies within 5 ft of you, then the attack misses. If it succeeds, the damage hits you but is reduced by half.
Previous Versions
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2/24/2021 12:11:52 AM
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3/15/2021 6:59:02 AM
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3/15/2021 7:00:42 AM
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