Monk
Base Class: Monk

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Paladin's 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 a melee attack, you can spend a Ki point to deal make an unarmed attack as a Bonus Action, dealing an extra 2d8 radiant damage or 3d8 against Fiends or Undead.

Drawn From Paladins

At 6th level, you gain the ability to fortify yourself. As an action, you can gain temporary hit points equal to your monk level plus your wisdom modifier. You must finish a short rest before you can use this feature again.

Oathbringer's Trance

Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of power. Once per long rest, you can enter a special trance that takes one Bonus Action to enter, and grants you 5 ft extra movement speed, increases your Paladin's Technique damage by your Dexterity modifier and Wisdom modifier, not just Wisdom and gives all attacks against you disadvantage while giving all of your attacks advantage. This trance lasts one round of combat and the user must make a DC 25 Con save or take two levels of exhaustion on a passed save, three on a failed save. 

Paladin's Power

At 17th level, when you enter combat, you can spend 10 ki points to channel the true power of paladins. For one round of combat you treat all attacks as if they had a 3rd Level Smite applied to them. You then take two levels of exhaustion. This exhaustion can ONLY be reduced by a long rest, and also causes pre-existing or new exhaustion to also only be removed by long rest.

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8/4/2021 10:32:12 PM
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