Base Class: Monk
Followers of this monastic tradition train their bodies to great extremes in their pursuit of self-improvement. This training gifts monks of this tradition with a range of abilities; from enhanced senses and greater endurance through to the ability to perform superhuman feats of strength. In times of great need they can also draw on reserves of Ki hidden within themselves. Monks who follow this monastic tradition are many and varied. Some will train in solitude, either enduring the elements of extreme climates or training their senses in areas of complete isolation. Those who train as part of a monastery are often fiercely competitive and will push their rivals to their absolute limits through hand-to-hand combat and contests of strength
Physical Training
You gain superior strength and control over your body. At 3rd level, you gain the Athletics proficiency. Additionally, you gain a bonus to Strength (Athletics) checks equal to your Wisdom modifier (minimum of +1).
Unlock Ki
In times of great need you are able to unlock reserves of Ki deep within your body. As an action, you can regain up to your proficiency bonus in Ki. You cannot use this feature to increase your Ki beyond the maximum number of Ki points available to you and you must finish a short or long Rest before you can use this feature again.
Mastered Body
You push your body to its limits by channelling your Ki. At 3rd level you can choose three of the Ki Techniques listed below. You learn two additional techniques of your choice at 6th, 11th, and 17th level. Each time you gain a monk level, you can replace one technique you know with a different one.
Bodily Endurance
When you take cold, fire, poison, bludgeoning, piercing or slashing damage, you can use your reaction and spend 1 Ki point to gain resistance to the triggering damage type until the start of your next turn.
Charging Shove
If you move at least 15 feet in a straight line towards a creature and attempt a shove action against it, you can channel your Ki to empower your shove attempt. Before you roll the Strength(Athletics) check, you can spend 1 Ki point to gain a bonus to the result and gain the ability to shove creatures up to 2 sizes larger than you. If the shove attempt is unsuccessful you fall prone.
Deflect Weapon
When a creature hits you with a melee attack, you can use your reaction and spend 1 Ki point to add your proficiency bonus to your AC for that attack. If the attack misses as a result of this reaction, the next attack made against that creature has advantage.
Enhanced Senses
You can use a bonus action and spend 1 Ki point to become more attuned to your surroundings. For one minute you have blindsight with a range of 30 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness.
Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. While Enhanced Senses is in effect you have advantage on perception checks.
Feather Strikes
Immediately before you make an unarmed strike, you may spend 1 Ki point to begin a flurry of precise but weak attacks. All unarmed strikes you make until the end of your turn gain a +5 bonus to their attack rolls, however the damage they each deal is reduced by 2. You deal a minimum of 1 damage for each successful hit. You cannot use this technique in combination with any other Ki technique or the Monk's Stunning Strike feature.
Heightened Awareness
Immediately after you roll a Dexterity check to determine initiative for combat, you can spend up to 2 Ki points to add a bonus to your initiative. For each Ki point spent, add a bonus equal to your proficiency bonus. Furthermore, if you were surprised at the beginning of a combat where you use this technique, you can now act normally.
Hold Breath
You can use your bonus action and spend 1 Ki point to enter a state where you can hold your breath and slow your heart to remain completely silent for up to 15 minutes. While in this state you do not need to breathe and you gain a +5 bonus to Dexterity(Stealth) checks. You lose the benefits of this state if you speak, make an attack or cast a spell.
Jumping Strike
If you move at least 15 feet in a straight line towards a creature you can choose to attempt a high risk attack. Before you roll your attack, you can expend 1 Ki point to gain a bonus to the damage roll. If the attack hits the creature is pushed 5 feet away from you provided it is no more than one size larger than you. If the attack is unsuccessful you fall prone.
Moving Target
When a creature makes a melee attack against you, you can use your reaction and spend 1 Ki point to impose disadvantage on the attack roll. Whether the attack hits or misses, you may move up to half your walking speed immediately after the attack. This movement does not provoke attacks of opportunity.
Nimble Step
You can use your bonus action and spend 1 Ki point to become more nimble. Until the end of your turn, difficult terrain does not cost you extra movement and you may move through any hostile creature’s space. If you move through a hostile creatures space it cannot make opportunity attacks against you during this turn. You cannot willingly end your move in a hostile creature’s space.
Resilient Body
After you make a saving throw you can use your reaction and spend 1 Ki point to become proficient for this saving throw. If you are already proficient in the saving throw, your proficiency bonus is doubled for this saving throw. You can wait until after the roll to use this ability, but must use it before you know whether the roll succeeds or fails.
Restraining Hold
When you succeed in grappling a creature, you can spend 1 Ki point to also impose the restrained condition on it until the grapple ends. While restraining a creature in this way, your speed becomes 0 and you cannot use any items or weapons you are still holding. If you take damage, you must make a concentration saving throw to maintain the restrained effect, as though you were concentrating on a spell.
Rolling Recovery
When you are knocked prone, you may use your reaction and spend 1 Ki point to immediately stand up and move up to half your walking speed. This movement does not provoke attacks of opportunity.
Slam Enemy
When you succeed in knocking a creature prone using the shove action, you can spend 1 Ki point to deal bludgeoning damage equal to 2d6 + your Strength modifier. For each size category bigger than medium the creature is, add an additional 1d6 to the damage roll. Additionally, they can’t take reactions until the end of your next turn.
Throw Enemy
When you succeed in pushing a creature using the shove action, you can spend 1 Ki point to change the direction and distance the creature is moved. Instead of being pushed upto 5ft away from you, the creature is moved up to 15ft in any direction to a position which is not already occupied and is knocked prone.
Unarmed Counter
When a creature within 5ft of you misses you with a melee attack, you can use your reaction and spend 1 Ki point to attempt to grapple, shove or make an unarmed strike against the creature. You have advantage for any attack roll or ability check you make as part of this reaction.
Unrelenting Strikes
Immediately before you make an unarmed strike, you may spend 1 Ki point to begin a furious barrage of attacks. Until the end of your turn, whenever you are required to roll a damage die for your unarmed strikes, roll the die twice and take the highest value.
Detect Emotions
At 6th level, you have become adept at detecting a creature’s emotional state by reading their body language and sensing their bodily functions. While you are within 5ft of a creature you have advantage on Insight and Animal Handling checks against them. This ability does not work on undead or constructs.
Unrestrained Form
At 11th level you can use raw power to overcome effects which might restrain or restrict your movements. You are immune to the restrained and paralyzed conditions.
Signature Techniques
At 17th level, you have achieved complete mastery over two of the techniques available to you. Select two Ki techniques: once per turn the Ki cost you may use a mastered technique without expending Ki.
Previous Versions
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