Way of the Open Hand (Revised)

by DBWaffles

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Way of the Open Hand (Revised)

Monks of the Way of the Open Hand are the ultimate masters of martial arts. Hands, feet, elbows, and knees. Armed with techniques to control their foes and deliver swift, unerring blows, these monks have transformed every part of their body into a deadly instrument of war.

Open Hand Discipline

3rd-level Way of the Open Hand feature

You gain proficiency in either the Athletics or Acrobatics skills. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.

Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that creature:

  • It must make a Dexterity saving throw. On a failed save, it is knocked prone.
  • It must make a Strength saving throw. On a failed save, you can push it up to 15 feet away from you.
  • It must make a Constitution saving throw. On a failed save, it has disadvantage on the next ability check it makes before the end of your next turn.
  • It can't take reactions until the end of your next turn.

Mind Over Body

3rd-level Way of the Open Hand feature

Your training allows you to momentarily surpass the limitations of the flesh through sheer force of will. When you fail a Strength, Dexterity, or Constitution ability check or saving throw, you can add one roll of your Martial Arts die to the check or saving throw, potentially turning failure into success.

You can use this feature a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest.

Quickened Blows

6th-level Way of the Open Hand feature

Your every strike is thrown with practiced ease. You no longer need to take the Attack action to use Flurry of Blows or the bonus action attack granted by your Martial Arts feature.

Open Hand Mastery

11th-level Way of the Open Hand feature

You have advantage on the first unarmed strike you make each turn.

In addition, some of the effects you can impose on a creature with your Open Hand Discipline have been strengthened in the following ways:

  • It must make a Dexterity saving throw. On a failed save, you can either knock the target prone or force it to drop one object of your choice that it is holding, which lands at its feet.
  • It must make a Strength saving throw. On a failed save, you can push the target up to 15 feet away from you, and it has disadvantage on its attacks until the end of your next turn.
  • It must make a Constitution saving throw. On a failed save, it has disadvantage on the next ability check or saving throw it makes before the end of your next turn.

Quivering Palm (Unchanged)

17th-level Way of the Open Hand feature

You have reached the pinnacle of martial arts, gaining the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, 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 unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.

You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.

 

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