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*'''Shifting Blows.''' When you choose this benefit, when you hit on an Attack using a Monk Weapon that has the Versatile Property wielded with one hand, you gain a +1 bonus to your AC until the start of your next turn. When you hit on an Attack using a Monk Weapon that has the Versatile Property wielded with two hands, you gain a +1 bonus to your Attack Rolls made with that Weapon until the start of your next turn. | *'''Shifting Blows.''' When you choose this benefit, when you hit on an Attack using a Monk Weapon that has the Versatile Property wielded with one hand, you gain a +1 bonus to your AC until the start of your next turn. When you hit on an Attack using a Monk Weapon that has the Versatile Property wielded with two hands, you gain a +1 bonus to your Attack Rolls made with that Weapon until the start of your next turn. | ||
*'''Staggering Shots.''' When you choose this benefit, when you hit on a Ranged Attack using a Monk Weapon that has the Ammunition Property, you can knock the creature Prone and push it 10ft. | *'''Staggering Shots.''' When you choose this benefit, when you hit on a Ranged Attack using a Monk Weapon that has the Ammunition Property, you can knock the creature Prone and push it 10ft. | ||
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==== Augmented Blades ==== | ==== Augmented Blades ==== | ||
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*Additionally, immediately before or after you make an Attack using a Monk Weapon you can move 10ft without spending Speed or provoking Opportunity Attacks. | *Additionally, immediately before or after you make an Attack using a Monk Weapon you can move 10ft without spending Speed or provoking Opportunity Attacks. | ||
*You can use your Deflect Missiles feature without needing a free hand or needing the projectile to be small enough to fit in one hand. | *You can use your Deflect Missiles feature without needing a free hand or needing the projectile to be small enough to fit in one hand. | ||
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==== Unerring Strikes ==== | ==== Unerring Strikes ==== | ||
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== Way of the Ascendant Dragon == | == Way of the Ascendant Dragon == | ||
The fundamental teaching of this tradition holds that by emulating dragons, a monk becomes a more integrated part of the world and its magic. By altering their spirit to resonate with draconic might, monks who follow this tradition augment their prowess in battle, bolster their allies, and can even soar through the air on draconic wings. But all this power is in service of a greater goal: achieving a spiritual unity with the essence of the Material Plane. | The fundamental teaching of this tradition holds that by emulating dragons, a monk becomes a more integrated part of the world and its magic. By altering their spirit to resonate with draconic might, monks who follow this tradition augment their prowess in battle, bolster their allies, and can even soar through the air on draconic wings. But all this power is in service of a greater goal: achieving a spiritual unity with the essence of the Material Plane.<br> | ||
As a follower of the Way of the Ascendant Dragon, you decide how you unlocked the power of dragons within yourself. | As a follower of the Way of the Ascendant Dragon, you decide how you unlocked the power of dragons within yourself. | ||
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==== Ascendant Aspect ==== | ==== Ascendant Aspect ==== | ||
''17th Level Way of the Ascendent Dragon Feature''<br> | ''17th Level Way of the Ascendent Dragon Feature''<br> | ||
You gain Blindsight out to a Range of 30ft. Additionally, When you use your Aspect of the Wyrm feature, draconic fury explodes from you. Choose any number of creatures you can see in the Emanation created by the feature. Each of those creatures must succeed on a Dexterity Saving Throw against your Ki Save DC | You gain Blindsight out to a Range of 30ft. Additionally, When you use your Aspect of the Wyrm feature, draconic fury explodes from you. Choose any number of creatures you can see in the Emanation created by the feature. Each of those creatures must succeed on a Dexterity Saving Throw against your Ki Save DC. On a failed Save, a creature takes Damage of the Type you chose with your Draconic Disciple feature equal to 4d10, is Frightened of you until the end of your next turn, and is knocked Prone. On a successful Save a creature takes half as much Damage and is knocked Prone. | ||
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*You can use your Wisdom Modifier in place of your Strength Modifier when making Strength Checks and Strength Saving Throws. | *You can use your Wisdom Modifier in place of your Strength Modifier when making Strength Checks and Strength Saving Throws. | ||
*Your Astral Arms are Natural Weapons with the Reach Property that deal 1d6 Force Damage and use your Wisdom for the Attack instead of Strength or Dexterity. | *Your Astral Arms are Natural Weapons with the Reach Property that deal 1d6 Force Damage and use your Wisdom for the Attack instead of Strength or Dexterity. | ||
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==== Visage of the Astral Self ==== | ==== Visage of the Astral Self ==== | ||
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*You have Advantage on Wisdom (Insight) and Strength or Charisma (Intimidation) Checks. | *You have Advantage on Wisdom (Insight) and Strength or Charisma (Intimidation) Checks. | ||
*When you speak, you can direct your words to a creature of your choice that you can see within 60ft of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600ft can hear you. | *When you speak, you can direct your words to a creature of your choice that you can see within 60ft of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600ft can hear you. | ||
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==== Body of the Astral Self ==== | ==== Body of the Astral Self ==== | ||
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When you have both your Astral Arms from your Arms of the Astral Self feature, and your Astral Visage from your Visage of the Astral Self feature summoned, you can cause the Body of your Astral Self to appear as a Free Action. Your Astral Body covers your physical form like a suit of armor, connecting with your Astral Arms and Astral Visage and lasts until you lose your Astral Arms and Astral Visage. You determine its appearance. While your Astral Body is summoned, you gain the following benefits: | When you have both your Astral Arms from your Arms of the Astral Self feature, and your Astral Visage from your Visage of the Astral Self feature summoned, you can cause the Body of your Astral Self to appear as a Free Action. Your Astral Body covers your physical form like a suit of armor, connecting with your Astral Arms and Astral Visage and lasts until you lose your Astral Arms and Astral Visage. You determine its appearance. While your Astral Body is summoned, you gain the following benefits: | ||
*When you take Acid, Cold, Fire, Force, Lightning, or Thunder Damage, you can use your Reaction to deflect it. When you do so, the Damage you take is reduced by 1d10 + your Wisdom Modifier. | *When you take Acid, Cold, Fire, Force, Lightning, or Thunder Damage, you can use your Reaction to deflect it. When you do so, the Damage you take is reduced by 1d10 + your Wisdom Modifier. | ||
*Once per | *Once per turn when you hit a creature with your Astral Arms, you an deal additional Damage with the Attack equal to one roll of your Martial Arts Die. | ||
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==== Avatar of the Astral Self ==== | ==== Avatar of the Astral Self ==== | ||
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*You gain a +2 bonus to your AC. | *You gain a +2 bonus to your AC. | ||
*If you take the Attack Action and make all of the Attacks with your Astral Arms, you can make one additional Attack as part of that Action. | *If you take the Attack Action and make all of the Attacks with your Astral Arms, you can make one additional Attack as part of that Action. | ||
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== Way of the Basking Viper == | == Way of the Basking Viper == | ||
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*When you’re Prone, you can stand up by spending 5ft of Speed, rather than half your Speed. | *When you’re Prone, you can stand up by spending 5ft of Speed, rather than half your Speed. | ||
*When a creature misses you with a Melee Attack, you can spend 1 Ki Point as a Reaction to cause that Attack to hit one creature of your choice, other than the Attacker, that you can see within 5ft of you. | *When a creature misses you with a Melee Attack, you can spend 1 Ki Point as a Reaction to cause that Attack to hit one creature of your choice, other than the Attacker, that you can see within 5ft of you. | ||
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==== Drunkard’s Luck ==== | ==== Drunkard’s Luck ==== | ||
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==== Heroic Persona ==== | ==== Heroic Persona ==== | ||
''3rd Level Way of the Heroic Vigilante Feature''<br> | ''3rd Level Way of the Heroic Vigilante Feature''<br> | ||
You design your Heroic Persona, a lager than life identity usually marked by a thematic costume or flashy suit of armor. As a Bonus Action if no creatures can see you, you can adopt your Heroic Persona, which can include a suit of Light or Medium Armor and a Shield. When you do so, you gain Temporary Hit Points equal to your Monk Level, and while your Heroic Persona is active you gain the following benefits: | You design your Heroic Persona, a lager than life identity usually marked by a thematic costume or flashy suit of armor. As a Bonus Action if no creatures can see you, you can adopt your Heroic Persona, which can include a suit of Light or Medium Armor and a Shield if you have them on your person. When you do so, you gain Temporary Hit Points equal to your Monk Level, and while your Heroic Persona is active you gain the following benefits: | ||
*As a Bonus Action, you can spend 1 Ki Point to gain Temporary Hit Points equal to your Monk Level + your Charisma Modifier. | *As a Bonus Action, you can spend 1 Ki Point to gain Temporary Hit Points equal to your Monk Level + your Charisma Modifier. | ||
*When you hit on a Melee Attack made using a Monk Weapon, you can spend 1 Ki Point to deal an additional 1d10 Bludgeoning Damage. | *When you hit on a Melee Attack made using a Monk Weapon, you can spend 1 Ki Point to deal an additional 1d10 Bludgeoning Damage. | ||
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== Way of the Open Hand == | == Way of the Open Hand == | ||
Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate | Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate Ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm. | ||
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'' | ==== Open Hand Technique ==== | ||
* | ''3rd Level Way of the Open Hand Feature''<br> | ||
* | You can manipulate your enemy’s Ki when you harness your own. Whenever you hit a creature with an Attack from your Flurry of Blows feature, choose one of the following effects to impose on the target: | ||
* | *The target falls Prone. | ||
*The target is pushed 15ft away from you. | |||
*The target can't take Reactions until the end of your next turn. | |||
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==== Wholeness of Body ==== | |||
''6th Level Way of the Open Hand Feature''<br> | |||
You gain the ability to heal yourself. As an Action, you regain Hit Points equal to 3 x your Monk Level. Once you use this Action, you can't use it again until you finish a Long Rest unless you spend 4 Ki Points to use it again. | |||
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'' | ==== Tranquility ==== | ||
''11th Level Way of the Open Hand Feature''<br> | |||
You can enter a special meditation that surrounds you with an aura of peace. At the end of a Long Rest, you non-magically gain the effects of the Sanctuary Spell with a Duration of Until the end of your next Long Rest. You use Wisdom as your Spellcasting Ability for this effect. | |||
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==== Quivering Palm ==== | |||
''17th Level Way of the Open Hand Feature''<br> | |||
You gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an Attack made with a Monk Weapon, you can spend 3 Ki Points to start these imperceptible vibrations, which last for a number of days equal to your Monk Level. The vibrations are harmless. You can only have these vibrations affecting one creature at a time. You can end the vibrations early and harmlessly as a Free Action, or you can end the vibrations as an Action, to end the vibrations in either of these ways you and the target must be on the same plane of existence. If you end the vibrations as an Action, the creature must make a Constitution Saving throw. On a failed Save, the creature is reduced to 0 Hit Points. On a successful Save, the creature takes 10d10 Necrotic Damage. | |||
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== Way of the Radiant Soul == | == Way of the Radiant Soul == | ||
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== Way of the Silent Void == | == Way of the Silent Void == | ||
While all monks seek unity with the cosmos as something to be desired, those who follow the Way of the Void seek this unity through annihilation. These nihilistic warriors channel the power of entropy, the gradual journey of all things in the universe towards nothingness. The followers of this Tradition use their power to accelerate this natural process of cosmic decay. Mortal or immortal, mundane or magical in origin, all will eventually become one in the inescapable void. | While all monks seek unity with the cosmos as something to be desired, those who follow the Way of the Silent Void seek this unity through annihilation. These nihilistic warriors channel the power of entropy, the gradual journey of all things in the universe towards nothingness. The followers of this Tradition use their power to accelerate this natural process of cosmic decay. Mortal or immortal, mundane or magical in origin, all will eventually become one in the inescapable void. | ||
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