Monk class - new variant 2

by Aanx

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Monk and the Martial Arts

Monk

Class Details

Her fists a blur as they deflect an incoming hail of arrows, a half-elf springs over a barricade and throws herself into the massed ranks of hobgoblins on the other side. She whirls among them, knocking their blows aside and sending them reeling, until at last she stands alone.

Taking a deep breath, a human covered in tattoos settles into a battle stance. As the first charging orcs reach him, he exhales and a blast of fire roars from his mouth, engulfing his foes.

Moving with the silence of the night, a black-clad halfling steps into a shadow beneath an arch and emerges from another inky shadow on a balcony a stone’s throw away. She slides her blade free of its cloth-wrapped scabbard and peers through the open window at the tyrant prince, so vulnerable in the grip of sleep.

Whatever their discipline, monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does.

The Magic of Ki

Monks make careful study of a magical energy that most monastic traditions call ki. This energy is an element of the magic that suffuses the multiverse—specifically, the element that flows through living bodies. Monks harness this power within themselves to create magical effects and exceed their bodies’ physical capabilities, and some of their special attacks can hinder the flow of ki in their opponents. Using this energy, monks channel uncanny speed and strength into their unarmed strikes. As they gain experience, their martial training and their mastery of ki gives them more power over their bodies and the bodies of their foes.

Training and Asceticism

Small walled cloisters dot the landscapes of the worlds of D&D, tiny refuges from the flow of ordinary life, where time seems to stand still. The monks who live there seek personal perfection through contemplation and rigorous training. Many entered the monastery as children, sent to live there when their parents died, when food couldn’t be found to support them, or in return for some kindness that the monks had performed for their families.

Some monks live entirely apart from the surrounding population, secluded from anything that might impede their spiritual progress. Others are sworn to isolation, emerging only to serve as spies or assassins at the command of their leader, a noble patron, or some other mortal or divine power.


The majority of monks don’t shun their neighbors, making frequent visits to nearby towns or villages and exchanging their service for food and other goods. As versatile warriors, monks often end up protecting their neighbors from monsters or tyrants.

For a monk, becoming an adventurer means leaving a structured, communal lifestyle to become a wanderer. This can be a harsh transition, and monks don’t undertake it lightly. Those who leave their cloisters take their work seriously, approaching their adventures as personal tests of their physical and spiritual growth. As a rule, monks care little for material wealth and are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering their treasure.

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Creating a Monk

As you make your monk character, think about your connection to the monastery where you learned your skills and spent your formative years. Were you an orphan or a child left on the monastery’s threshold? Did your parents promise you to the monastery in gratitude for a service performed by the monks? Did you enter this secluded life to hide from a crime you committed? Or did you choose the monastic life for yourself?

Consider why you left. Did the head of your monastery choose you for a particularly important mission beyond the cloister? Perhaps you were cast out because of some violation of the community’s rules. Did you dread leaving, or were you happy to go? Is there something you hope to accomplish outside the monastery? Are you eager to return to your home?





As a result of the structured life of a monastic community and the discipline required to harness ki, monks are almost always lawful in alignment.


QUICK BUILD

You can make a monk quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. Second, choose the hermit background.

The Monk Table
Level Proficiency Bonus Martial Arts Ki Power Unarmored Movement Features
1st +2 1d4 Unarmored Defense, Martial Arts
2nd +2 1d4 4 +10 ft Ki, Unarmored Movement, Martial Style
3rd +2 1d4 4 +10 ft Monastic Tradition, Deflect Missiles
4th +2 1d4 4 +10 ft Ability Score Improvement, Slow Fall, Life Force
5th +3 1d6 5 +15 ft Extra Unarmed Attack, Stunning Strike
6th +3 1d6 6 +15 ft Ki-Empowered Body, Monastic Tradition feature
7th +3 1d6 7 +15 ft Evasion, Stillness of Mind
8th +3 1d6 8 +15 ft Ability Score Improvement
9th +4 1d6 9 +15 ft Unarmored Movement improvement
10th +4 1d8 10 +20 ft Body Cultivation, Ability Score Improvement
11th +4 1d8 11 +20 ft Monastic Tradition feature
12th +4 1d8 12 +20 ft Ability Score Improvement
13th +5 1d8 13 +20 ft Tongue of the Sun and Moon, Monastic Tradition feature
14th +5 1d8 14 +25 ft Soul Cultivation
15th +5 1d10 15 +25 ft Timeless Body, Dao of Slaughter
16th +5 1d10 16 +25 ft Ability Score Improvement
17th +6 1d10 17 +25 ft Monastic Tradition feature, Stunning Strike improvement
18th +6 1d10 18 +30 ft Dao of Void, Unarmored Movement improvement
19th +6 1d12 19 +30 ft Ability Score Improvement
20th +6 1d12 20 +30 ft Enlightenment

Class Features

As a monk, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per monk level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st

Proficiencies


  • Armor: None
  • Weapons: Simple Weapons, Shortsword, Scimitar and Whip
  • Tools: Choose one type of artisan’s tools or one musical instrument

  • Saving Throws: Strength, Dexterity
  • Skills: Choose three from Acrobatics, Athletics, History, Insight, Nature, Medicine, Perception, and Stealth.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) spear or (b) quarterstaff
  • (a) 10 Dart or (b) any Simple Weapons
  • (a) an explorer's pack or (b) a dungeoneer's pack
  • If you are using starting wealth, you have 2d4 x 10 gp in funds.

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 11 + your Dexterity modifier + your Wisdom modifier.

Martial Arts

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are any Simple and Martial Weapons, that lack the heavy and special properties. You gain the following benefits while you are unarmed or wielding weapons that you have proficiency and you aren't wearing armor or wielding a shield:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
  • Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space.
  • You can make one unarmed strike as a bonus action.




Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon on the Weapons page.

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Ki

At 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki powers. The amount of ki power changes as you gain monk levels, as shown in the Ki Points column of the Monk table. Additionally, when you score a critical hit you regain 1 ki power.

You can spend these points to fuel various ki features. You start knowing four such features: Flurry of Blows, Ki Weapon, Reactive Defense, and Secret Technique. You learn more ki features as you gain levels in this class. Additionally, If you have a spell(s) granted through racial traits or other class features the spell(s) can be fueled by your ki. The amount of ki used is equal to the spell level.

When you spend a ki power, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki powers.

Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Spell Save DC = 8 + your proficiency bonus +

your wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier

  • Flurry of Blows. You can spend 1 ki power to make one more unarmed strikes on your turn.
  • Ki Weapon. Immediately after you take the Attack action on your turn, you can spend 1 ki power to treat monk weapons as unarmed strikes.
  • Reactive Defense. You can spend 1 ki power to use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
  • Secret Technique. You learn 1 of the following spells. Earth Tremor, Inflict Wonds, Magic Missile and Chromatic Orb. As an action, you can cast this spell by using 1 ki power and the spell is performed without providing material components. The spell's level increases by 1 for each additional ki power you spend. With a limit of 2 ki at 5th-8th level, 3 ki at 9th-12th level, 4 ki at 13th-16th level and 5 ki at 17th-20th level.

Martial Style

Starting at 2nd level, you can adopt a particular style in your Martial art. Choose one of the following options. You can't take a Martial Style option more than once, even if you later get to choose again. You gain the following benefits while you are unarmed or wielding monk weapons and you aren't wearing armor or shield:

  • Archery. You gain a +2 bonus to attack rolls you make with ranged weapons
  • Athlete. You have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
  • Blind Monk. You have blindsight with a range of 10 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.
  • Defensive Stance. As an action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
  • Ki Warrior. You learn two cantrips of your choice from the wizard spell list. Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the wizard spell list.
  • Mixed Martial Arts. You learn one MMA Technique of your choice from among those available to the Combat Master archetype. The Mixed Martial arts use your ki power to fuel the MMA technique. 1 ki power is expended when you use it.
  • Staff Control. In your hands a quarterstaff or spear has the reach property and as long as you have this type of weapon in your hand your jump distance is doubled.
  • Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
  • Two-Weapon Fighting. When you engage in two monk weapon fighting, you can add your ability modifier to the damage of the second attack.
  • Wrestler. When you are totally unarmed, you gain a +2 bonus to damage rolls with unarmed attacks.

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Unarmored Movement

At 2nd level, your speed increases by 10 feet while you are not wearing heavy armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. You can use your reaction to not fall for a turn.

At 18th level, you gain the ability to move in the air on your turn without falling during the move.

Monastic Tradition

When you reach 3rd level, you commit yourself to a monastic tradition. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

Deflect Missiles

Starting at 3rd level, you can use your reaction to deflect or catch the missile when you or an ally within your range are hit by a ranged weapon attack. When you do so, the damage take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki power to make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.

Ability Score Increase

When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Slow Fall

Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level. Additionally, you can use the same reaction to give this power to up to 4 people within range of your movement by consuming 1 ki power.

Life Force

Also at 4th level, as an action, you can spend 2 ki powers and roll a Martial Arts die. You or one willing creature that you touch regain a number of hit points equal to the number rolled plus your proficiency bonus. Additionally, you can do the reverse operation to recover 2 ki points.

Extra Unarmed Attack

Beginning at 5th level, after attacking with your bonus action unarmed strikes or with your secondary weapon, you can make an unarmed strikes as part of the same bonus action.

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Stunning Strike

Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki power to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

At 17th level every time you make a critical hit the enemy is automatically stunned until the end of your next turn.

Ki-Empowered Body

Starting at 6th level, your hard training has made your body a weapon. Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, if your weapon is enhanced by a spell, your unarmed strike are also enhanced in the as well.

Evasion

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Stillness of Mind

Starting at 7th level, you can use your action to end one effect that is causing you or one willing creature that you touch to be charmed or frightened.

Body Cultivation

At 10th level, your ki is so powerful that it is now part of your body, this makes you immune to diseases and poisons and allows you to use your Wisdom modifier in place of your Strength modifier when making Athletics checks. Additionally the knowledge that you have about your body and the ki energy, allows you as an action to make a Medicine check to cure a disease or a poison from one willing creature that you touch.

Tongue of the Sun and Moon

Starting at 13th level, your way of speaking and your gestures are influenced by your powerful ki. You learn to touch the ki of other minds so that you understand all spoken languages and when you make Charisma checks, you can use instead your Wisdom modifier. Moreover, any creature that can understand a language can understand what you say.

Soul Cultivation

Beginning at 14th level, your mastery of ki grants you proficiency in all saving throw. Additionally, whenever you make a saving throw or an ability check and fail, you can spend 1 ki power to reroll it and take the second result.

Timeless Body

At 15th level, your ki sustains you so that you suffer none of the frailty of old age, for every 10 years that pass, your body ages only 1 year and you can't be aged magically. You no longer need food or water, but you can still die of old age, however.

Dao of Slaughter

At 15th level, the mastery on martial arts and ki grants you the ability to exploit the weak points of the opponents. You gain a bonus damage equal to your Wisdom modifier (minimum of +1) on all enemies you have an advantage over.

Dao of Void

Starting at 18th level, you can use your bonus action to spend 4 ki powers to become invisible for 1 minute. During that time, you have resistance to all damage but force damage. Additionally, you can spend 8 ki powers to cast the Astral Projection spell, without needing material components. When you do so, you can't take any other creatures with you.

Enlightenment

At 20th level, you to go beyond the human limit. Your body is so used to certain movements that has become one with your being. You can take two reactions in each of your turns. Additionally, every time you roll for initiative and you have less than 5 ki point, you regain 5 + your Wisdom modifier ki.

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Monastic Traditions

Three traditions of monastic pursuit are common in the monasteries scattered across the multiverse. Most monasteries practice one tradition exclusively, but a few honor the three traditions and instruct each monk according to his or her aptitude and interest. All three traditions rely on the same basic techniques, diverging as the student grows more adept. Thus, a monk need choose a tradition only upon reaching 3rd level.

Way of the Ninja

*Monks that follow the Way of the Ninja are a class that fights in darkness. This lives in hidden villages in places almost inaccessible to normal people. They train in the dark ninja arts and when they reach a certain level they leave their community to hone their ninja arts called Jutsu. Jutsu are separated into three groups, genjutsu, taijutsu and ninjutsu.

Genjutsu

At 3rd level, you gain the ability to perform the Genjutsu spells. By the ki power controlled by a complex system of hand seals, the ninja is able to manifest the desired technique, without providing material components.

ki Genjutsu
- Minor Illusion
2 Pass without Trace
2 Darkvision
2 Silence
2 Darkness
Taijutsu

When you choose this tradition at 3rd level, your martial arts and your ki are strongly influenced by your practices in the art of Genjutsu.

  • Ghost Step: Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.
  • Flurry of Black Stars: You treat darts as unarmed strikes.

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Ninjutsu: Shadow Clone

At 6th level, you gain the ability to summoning the help of a shadow clone. Through a secret system of hand seals, you can summoning a Shadow clone as an action, this appear in an unoccupied space in dim light or darkness that you can see within 60 feet of you. The Shadow clone can lasts until it is destroyed, until you dismiss it as a action, until you manifest another shadow, or until you're incapacitated. Your shadow clone has the same appearance as you, and it occupies its space. In dim light or darkness the clone cannot be distinguished from the original, while in sunlight the difference is evident. On your turn, you can mentally command the shadow clone to move up to your speed in any direction (no action required).

You can temporarily transfer your consciousness to your shadow clone. As an action, you can see through your shadow's eyes and hear through its ears. During this time, your true body are deafened and blinded. You can end it at any time (requires no action).


Shadow clone

Elemental


  • Armor Class 14 + your proficiency bonus
  • Hit Points 1
  • Speed your basic speed

  • Stat Score your basic stats

  • Saving Throws your basic saving throws
  • Skills skills
  • Damage Immunities Necrotic, Poison
  • Condition Immunities Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
  • Senses Darkvision 120 Feet

Actions

Amorphous: The shadow can move through a space as narrow as 1 inch (2,5 cm) wide without squeezing.

Shadow Stealth: While in dim light or darkness, the shadow can take the Hide action as a bonus action. Its stealth bonus is also improved to +6.

Sunlight Weakness: While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.

Carrying Capacity: 10 pounds (4.5 kg).

Shadow Control

At 11th level, you learn to split your mind. You have more control over your shadow clone, now even in battle it can become a lethal weapon.

  • Shadow Swap: As an action, you can magically swapping places with your Shadow clone at a cost of 30 feet of your movement, but only if the distance between the two of you is no more than 60 ft.
  • Shadow Attack: When you Attack on your turn, any attack you make can originate from your space or the shadow's space, but only if the distance between the two of you is no more than 60 ft. You make this choice for each attack.
  • Shadow Reaction: When a creature that you can see within 5 feet of your shadow moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the shadow's space, but only if the distance between the two of you is no more than 60 ft.
  • Mind Trap: You can perform your Stunning Strike as a Genjutsu. You can make a ranged attack, and if hit the target, it must succeed on a Wisdom saving throw or being trapped in your illusion and is stunned until the end of your next turn.

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Shadow Domain

At 17th level, your understanding of the shadow element is enhanced to the point that you feel one with the darkness, which grants you the following benefits:

  • Shadow Fusion: This technique allows you as a action to fuse with the shadow energy. This new form makes you a half shadow elemental offering you several advantages. The transformation lasts 10 minutes and fades in case you are unconscious or dead. You can use this feature a number of times equal to your wisdom modifier, and you regain all expended uses of it when you finish a long rest.

Shadow Fusion

Elemental


  • Armor Class your AC + 2
  • Hit Points your HP + 40
  • Speed your speed + 10

  • Stat Score your stats

  • Saving Throws your saving throws
  • Skills your skills
  • Damage Vulnerabilities Radiant
  • Damage Resistances Acid, Cold, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities Necrotic, Poison
  • Condition Immunities Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
  • Senses You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Actions

Amorphous: The shadow can move through a space as narrow as 1 inch (2,5 cm) wide without squeezing.

Shadow Stealth: While in dim light or darkness, the shadow can take the Hide action as a bonus action. Its stealth bonus is also improved to +6.

Incorporeal Movement: You can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object.

Way of the Combat Master

Those who seek the Dao of Combat employ martial art, also called MMA techniques passed down through history. To a Combat Master, martial arts is a way of life, sometimes including subjects beyond battle such as philosophy and calligraphy. Not every monk absorbs the lessons of history, theory, and artistry that are reflected in the way of Combat Master, but those who do are well-rounded monk of great skill and knowledge.


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Mixed Martial Arts

When you choose this archetype at 3rd level, you learn the MMA Techniques that are fueled by your Ki points. You learn three MMA Techniques of your choice. Many MMA Techniques enhance an attack in some way. You can use only one techniques per attack. You learn two additional techniques of your choice at 6th, 11th, and 17th level. Each time you learn new techniques, you can also replace one techniques you know with a different one. You can use one technique for any attacks you successfully perform, each technique consumes 1 ki power.

Dao Battle

At 3rd level, your martial arts training give you a supernatural strength. As a result, whenever you make a Dexterity (Acrobatics) or a Strength (Athletics) check you can add one Martial die to the roll, provided you aren't incapacitated.

Omniscient

Starting at 6th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Alignment
  • Speed
  • Armor Class
  • Current hit points
  • Strength saving throw
  • Dexterity saving throw
  • Constitution saving throw
  • Challenge level
Improved Martial Arts

At 11th level, once on each of your turns when you make an attack, you can make another unarmed attack against a different creature that is within 5 feet of the original target.

Unstoppable

At 17th level, you learn how to use the information you gather from your opponents to your advantage. Choose one of the creatures you observed in the last hour with "Omniscient", When he has to make saving throws against your MMA techniques the creature must subtract from his throw a number equal to your wisdom modifier (minimum of +1). Additionally, to the same enemy you can treat a martial die roll of 4 or lower as a 5.

MMA techniques
  • Ninja When you make a Dexterity (Stealth) check or an initiative roll, you can add one Martial die to the roll, provided you aren't incapacitated.

  • Bait and Switch When you're within 5 feet of a creature on your turn, you can switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks. Roll the Martial die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.

  • Tactical Strike On your turn, you can forgo one of your bonus unarmed attacks to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack, adding the Martial die to the attack's damage roll.

  • Ki Emamation When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can add the Martial die to the ability check.

  • Disarming Strike When you hit a creature with a weapon/unarmed attack, you can attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the Martial die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

  • Distracting Strike When you hit a creature with a weapon/unarmed attack, you can distract the creature, giving your allies an opening. You add the Martial die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

  • Evasive Footwork When you move, rolling the Martial die and adding the number rolled to your AC until you stop moving.

  • Feinting Attack You can use one of your bonus unarmed attacks to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the Martial die to the attack's damage roll.

  • Goading Attack When you hit a creature with a weapon/unarmed attack, you can attempt to goad the target into attacking you. You add the Martial die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

  • Grappling Strike As an action you can try to grapple the target . Add the Martial die to your Strength (Athletics) check, and for each unarmed attack you make in your bonus action, you can add your wisdom modifier to the damage (minimum of +1).

  • Lunging Strike When you make a melee weapon/unarmed attack on your turn, you can increase your reach for that attack by 5 feet. If you hit, you add the Martial die to the attack's damage roll.

  • Maneuvering Attack When you hit a creature with a weapon/unarmed attack, you can maneuver one of your comrades into a more advantageous position. You add the Martial die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

  • Murderer Intent When you hit a creature with a weapon/unarmed attack, you can attempt to frighten the target. You add the Martial die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

  • Absorb Force When another creature damages you with a melee attack, you can use your reaction to reduce the damage by the number you roll on your Martial die + your Dexterity modifier.

  • Precision Strike When you make a weapon/unarmed attack roll against a creature, you can add your Martial die to the roll. You can use this technique before or after making the attack roll, but before any effects of the attack are applied.

  • Pushing Strike When you hit a creature with a weapon/unarmed attack, you can attempt to drive the target back. You add the Martial die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

  • Quick Toss In one of your bonus unarmed attacks, you can make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the Martial die to the weapon's damage roll.

  • Energy Transfer On your turn, you can use a reaction to give some of your inner energy to one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to one Martial die roll + your Wisdom modifier.

  • Counter-Strike When a creature misses you with a melee attack, you can use your reaction to make a unarmed attack against that creature. If you hit, you add the Martial die to the attack's damage roll.

  • Sweeping-Strike When you hit a creature with a melee weapon/unarmed attack, you can attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your Martial die. The damage is of the same type dealt by the original attack.

  • Tactical Assessment When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can add the Martial die to the ability check.

  • Unbalancing Strike When you hit a creature with a weapon/unarmed attack, you can attempt to knock the target down. You add the Martial die to the attack's damage roll, and if the target is Large or smaller, it must make a Dexterity saving throw. On a failed save, you knock the target prone.

  • Devious Strike Whenever a creature within your reach attacks an ally, you can use your reaction to make one opportunity attack. If you hit, you add the Martial die to the attack's damage roll.

  • Blinded Your fingers hit the target eyes. You add the Martial die to the attack's damage roll, and it must succeed on a Dexterity saving throw or be blind until the end of your next turn.

  • Pressure Point You hit the nerves of your target. You add the Martial die to the attack's damage roll, and it must succeed on a Charisma saving throw or not be able to move, swimming or fly until the end of your next turn.

  • Voiceless You blow to the enemy throat. You add the Martial die to the attack's damage roll, and it must succeed on a Constitution saving throw or not being able to speak until the end of your next turn.

  • No Mercy As a reaction you instantly leap at the creature that is prone, and make a single unarmed strike. If you hit, the target’s movement speed is reduced by 10 feet until the end of their next turn and they must make a Constitution saving throw or take one Martial die bludgeoning damage and be poisoned until the end of your next turn.

  • Disconnected You blow to the enemy temple. You add the Martial die to the attack's damage roll, and it must make a Intelligence saving throw. If it fails, it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three.

Way of the Asura

The monks of this order use a particular form of martial arts in the guise of hypnotic dance that deceives the sight, mind and spirit of those who perceive its movements in some way. The Asura's dance is composed of movements of extreme beauty but at the same time terrible for those who are facing them in battle. The illusory movements of this dance give the impression that the arms, legs and head of the dancer are multiplied making it very difficult to read his movements.

Asura Dance

Starting when you choose this tradition at 3rd level you learn the Asura Dance, This dance make your movements become faster and more unpredictable. Your dance mixes combat training with the precision of a master in martial arts. You gain the following benefits:

  • When you make a melee attack against a creature and you hit, you don’t provoke opportunity attacks from that creature for the rest of the turn.
  • You get expertise in Dexterity (Acrobatics) checks.
  • You gain proficiency in the Performance skill if you don't already have it.

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Asura Third Eye

Starting at 6th level, on your turn, you can spend 1 ki power as an action, and for 10 minute you can open your third eyes. The third eye is located on the forehead positioned vertically. While the third eye is present, you gain the following benefits.

  • You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
  • You have advantage on Wisdom (Insight) and Intelligence (Investigation) checks. If you already have advantage in this skills, instead you can take instead a bonus equal your proficiency in the skill check.
  • You have advantage on saving throws against illusions and charms.
Awakening of the Asura

Starting at 11th level, your dance becomes even more incomprehensible to the senses of your enemies and its beauty even more illusory. You can spend 3 ki power as an action and for 10 minutes you can awaken the Asura spirit that resides in your dance. When you perform this advanced dance your Asura Third Eye automatically open and you receive the following benefits as long as the dance continues.

Deflect Energy 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 (minimum reduction of 1). Also, the first time you hit with a melee attack on your next turn, the target takes an extra damage equal to one martial die of the triggering type.

Asua Ferocity Every time you hit a different target and you move at least 15 feet, you can deal extra damage to the target equal to your Martial Arts die.

True Asura Dance

Starting at 17th level, your Asura dance is complete. You can spend 6 ki power, and for the next 10 minutes as an action you can perform the true Asura dance. The third eye of Asura is open, when you dance your body have 6 illusory arms and 3 illusory heads and your skin is blue or red. While performing the true Asura dance, you gain the benefits of awakening of the Asura, plus the following benefits.

Asura Skin You gain a +2 bonus to AC while you aren’t incapacitated.

Asura Barrage In the this Assura's dance, you can make one more unarmed attacks as a bonus action.

Ki Absorption When a creature within 30 ft. of you is reduced to 0 hit points you can use your reaction to regain ki power equal to your Wisdom modifier (minimum 1), and when you score a critical hit you regain 1 ki.

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ART

More Credits

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ART

Cover Art: Age of Pantheons L’Art Book (shiva) - By Tequila Brush Studio https://www.nutscomputergraphics.com/ispirational/intervista-tequila-brush-studio-presenta-age-of-pantheons-l-art-book/amp/

Page 2 : Avatar Kora - By penelopeloveprints-deactivated2 https://critter-of-habit.tumblr.com/post/173712804094/new-korra-piece-will-be-available-this-weekend-at

Page 4 : Crouching Tiger, Hidden Dragon - By pete lloyd. https://petelloydart.tumblr.com/post/190233871413/wudang-secrets

Page 5 : The Semiotics of Kung Fu https://martialartsstudies.blogspot.com/2015/06/the-semiotics-of-kung-fu.html

Page 6.1 : Le sumi-e art - By Jean-Marc Moschetti https://www.encre-zen.com/

Page 6.2 : KOI TAT - By Koi Oi: Dylan Helman https://www.behance.net/gallery/54122585/Koi-Oi

Page 7 : God Fist Lee Sin - League of Legends - Wizard - Splash art by UberWild https://www.deviantart.com/uberwild/art/God-Fist-Lee-Sin-670521093

 

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