Way of the Open Hand

by Rayzor

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Monastic Tradition

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 ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm.

Way of the Open Hand Features
Monk Level Features
3rd Open Hand Technique
6th Wholeness of Body
11th Tranquility
17th Quivering Palm

Open Hand Technique

Starting when you choose this tradition at 3rd level, you can use your ki to impose additional effects in combat. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can use one of the following techniques on that target:

  • Sweep - It must succeed on a Dexterity saving throw or be knocked prone.
  • Press - It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
  • Reaction Pressure Point - It can't take reactions until the end of your next turn.

Wholeness of Body

At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.

Additionally, you gain another Open Hand Technique option: Speaking Pressure Point - It can't speak until the end of your next turn.

Tranquility

Beginning at 11th level. you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.

Additionally, you gain another Open Hand Technique option: Healing Pressure Point - It can't heal until the end of your next turn.

Quivering Palm

At 17th level, you gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 5 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.

Additionally, you gain another Open Hand Technique option: Movement Pressure Point - It can't move (its speed becomes 0) until the end of your next turn.