Niko Style

by Baileyleach9

Search GM Binder Visit User Profile

Monk Subclass: Path of the Tiger Vessel

Tiger Vessel

Those who follow this path will experience pain along with triumph. Learning to survive the worst that the world around them can offer. Those who survive the training of the Niko Style become "Tiger Vessel's" gifting themselves adaptiveness beyond compression. So, with these teachings they can make even the weakest of beings into true masters of combat.

Tiger Vessel Initiate

Upon choosing this subclass at 3rd level, you gain access to the base form of the four katas: Adamantine, Flame, Redirection, and Water. You gain the following benefits:

  • Adamantine Kata: Indestructible. As a reaction when you take bludgeoning, cold, fire, piercing or slashing damage, you can spend 2 Ki points to gain resistance to the damage taken until the start of your next turn, including against the triggering damage.
  • Flame Kata: Flashfire. As a reaction when you are targeted by an attack, you can spend 2 ki points to give disadvantage on that attack. The attacker also has disadvantage on all attacks made against you until the end of its turn. In addition, as part of the same reaction, you can move to an unoccupied space within 10 feet of you, without provoking opportunity attacks.
  • Redirection Kata: Weeping Willow. When you are hit by an attack, you can spend 2 ki points as a reaction to force the target to make a Dexterity saving throw against your ki save DC. On a failed save, the target is knocked prone and the attack misses.
  • Water Kata: Bind of Pisces. When a creature makes a contested check against you during a grappling attempt, you can spend 1 ki point to give yourself advantage or give your contestant disadvantage on the check.

Tiger Vessel Journeyman

Upon reaching Level 6 the Tiger Vessel attains higher control over the Katas, in turn learning a secret technique:

  • Adamantine Kata: Ironbreaker. When you attack, you can spend 1 Ki point after you attack, but before you roll damage. On a hit, you can add 2d8 bludgeoning damage to the attack.
  • Flame Kata: Phantom Pace. When you are targeted for an attack as a reaction you can spend 1 Ki point to move 5 feet away from the attacking creature without provoking an opportunity attack.
  • Redirection Kata: Change of Scenery. When you are attacked by a creature within 5 feet, you can spend 1 Ki point as a reaction. The target must succeed on a Strength Saving throw, or be pushed back 10 feet. If the creature would hit you with the attack, a failed save causes the attack to miss.
  • Water Kata: Guillotine. When you grapple a creature, you can spend 1 Ki point as part of the action to cause bludgeoning damage equal to your unarmed strike damage.
  • Nil Kata: Void. You can spend 5 minutes meditating to gain Ki points equal to your proficiency bonus. You can't use this feature again until you complete a long rest.

Tiger Vessel Adept

Once hitting level 11, the character may forgo one of their attacks when using Flurry of Blows in exchange for a Kata, without consuming Ki:

  • Adamantine Kata: Flashing Steel. When you start your turn you can decide to move your maximum movement speed (does not work with dashing) to deliver a powerful blow. After moving the entire movement speed you can roll your attack, on a hit the creature takes 2x your martial dice and must make a strength saving throw or be knocked prone. On a successful saving throw the creature remains standing. Before the damage has been rolled you must declare whether the damage type is bludgeoning (Adamantine Punch), slashing (Invisible Elbow), or piercing (Iron Fingers).
  • Flame Kata: Raging Fire. When you take the Dash action or use your Step of the Wind, you can spend any amount of Ki to add 20 feet to your movement speed per Ki point spent, until the end of your turn. In addition, your next attack after moving causes additional 1d4 bludgeoning damage for each 20 feet moved. You can spend multiple Ki points to increase your movement speed.
  • Redirection Kata: Entanglement. When you take damage from a Melee attack, you can spend 1 Ki point to force the attacker to make a Dexterity saving throw. On a failed save, the target attack misses, and you grapple the creature. Also, grappling the creature in this manner causes both you and the creature to fall prone to the ground, and both to be restrained for the duration of the grapple. You must have both hands free to use this Kata.
  • Water Kata: Swimming Swallow. As a bonus action you can spend 2 Ki points to improve your next turn’s Flurry of Blows. When you are attacking with improved FOB you are granted advantage (if you already have advantage then you can grant advantage to an Ally that is within 5ft of the target) and gain an additional 1d6 damage dice for each hit. (Does not stack)

Tiger Vessel Master

Upon 17th Level, The character has mastered the Four Kata's, gaining the knowledge of Secret Kata: Demonsbane:

  • Adamantine Kata: Bone Binding. As a bonus action, you can spend 2 Ki points to regain a number of hit points equal to a roll of your martial arts die + your monk level. You can spend additional Ki points, rolling one additional martial arts die per Ki point spent after the first. This also temporarily fixes broken bones.
  • Flame Kata: Earth-Shrinking. On your turn, you can spend 4 Ki points to force all creatures that can see you within 30 feet to make a Wisdom saving throw. On a failed save, you are considered Invisible to that creature, until you make an attack or cast a spell.
  • Redirection Kata: Marionette. When you are reduced to 0 hit points, you can spend 3 Ki points to be reduced to 1 hit point instead.
  • Water Kata: Water Mirror. While you are grappled or restrained, you can spend 3 Ki points and instantly break out of the grapple and make a grapple attack against the same opponent as you are freed
  • Secret Kata: Demonsbane. The Ultimate technique that the Niko style has, utilizing every Kata into a singular strike. When you take damage from a melee attack you can spend 6 Ki points to make an attack roll against the attacking creature with advantage. On a hit, the enemy takes your unarmed strike damage, the damage that would have been done to you, plus 5d8 additional bludgeoning damage. In addition, a Large or smaller creature is also knocked 10 feet back.

Footnotes

All credits link

  • With the heavy help of this document and personal research this subclass was brought together onto this document. I take no credit for the creation of the subclass only desired it in a correct format.
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. @Wizards of the Coast LLC.
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.