Way of the four Senses
Most people rely on their eyes to experience the world around them. For you they were just shackles. Dragging you down. After getting rid of them you are on the way to find the true beauty of the world.
Enhanced Senses
When you choose this tradition at 3rd level, you lost your eyes in the traditional ritual, enhancing your other four senses allowing you to hear, smell, taste and feel better then the average person. This gives you the ability to tell approximately where creatures and objects up to 120 feet away from you are. This gives you permanently the blinded condition but Blindsight in return. Also you get advantage on ability checks that rely on sound, smell, taste, or touch.
As addition you can spend 1 ki to double your field of Blindsight for 1 minute.
| Monk level | Blindsight |
|---|---|
| 3rd - 5th | 10 feet |
| 6th - 8th | 20 feet |
| 9th - 11th | 30 feet |
| 12th - 15th | 40 feet |
| 16th - 20th | 50 feet |
Mind over Matter
At level 6 you learned to understand the body and how to manipulate it with your ki to stimulate a bodies natural healing abilities. As a bonus action you can spend 1 ki to use up to 3 of your hit dice and add your proficiency bonus to every dice. Also you can use a action and touch a creature to either let them use up to 3 of their hit dice and add your proficiency bonus to every dice for 1 ki or spend 1 ki point and touch a poisoned or diseased creature to let them repeat a saving throw against that poison or disease with advantage.
Breakpoints
Starting at 11th level through intense mental training, you can detect invisible "weak points" in inanimate matter, allowing them to destroy such matter with a touch of the finger. For the use of 1 ki point you can sense the "weak point" in any non-magical object, forcing your ki into it and shatter it with the tip of your finger. You can only break objects up to a large size. Any larger object will just get heavily damage like a hole in a wall.
Art Credit goes to
Alex Flores
During combat you can use your reaction and spend 2 ki points against a successful melee attack with a non-magical weapon to make a dexterity saving throw against a DC equal to your opponents attack roll. On a successful save you shatter their weapon and stop their attack. On a failed save, the damage you receive is halved. In addition you can use your action and spend ki points as shown in the table below to make an unarmed strike with disadvantage against a non-magical shield or armor that your opponent is holding or wearing to try to shatter them.
| Armor Type | Ki Cost |
|---|---|
| Light | 3 |
| Medium | 4 |
| Heavy & Shield | 5 |
Enlightenment
At 17th level you learned to focus your ki inside of you granting you inhuman abilities. You can spend 8 ki points to turn for up to 10 minutes into an enlightenment form, while in this form ki flows visible out of you letting your eyes and fists glow. While in this form you get the following benefits:
- Your Blindsight becomes Truesight
- As long as you can move all attacks against you have disadvantage and all your attacks have advantage.
- You gain advantage on Perception, Insight and Investigation checks.
- After hitting with an unarmed strike you can spend up to 2 ki and let it flow in the creature. The ki remains there for 1 minute and you can use a bonus action to force the creature to a constitution saving throw against a DC of 8 + your proficiency bonus + your wisdom modifier. On a failed save the creature takes 1 level of exhaustion for every ki point in them. On a failed save the creature takes 1d8 damage for every ki point in them.
