Daily Punch 1-6-23 Rock Slide Monk feat for Pathfinder 2nd ed.

Building off the mountain stance.

Rock Slide 2 actions Feat 6

Monk
Archetype Martial Artist*
Prerequisites Mountain Stance
Requirements You are in Mountain Stance.
* This archetype offers Rock Slide at a different level than displayed here.


You smash into a foe with the force of rock fall. Make a stride and then a melee attack using your mountain stance attack. If you hit, the target must make a Fortitude save. If it fails, the target moves a number of feet equal to half the distance you moved this turn, rounded down. On a critical failure, the target moves equal to the total distance you moved this turn. If you moved before using Rock Slide, add that distance to the total you moved this turn to calculate how far the target moves.

Special If you have this feat, while you are in Mountain Stance, you gain +2 status bonus to saves to avoid being forced to move or knocked prone.

thought?

Daily Punch 12-30-22 Earth Stance Monk feat for Pathfinder 2nd Ed

It’s always only me, but I’m mad that monk weapons don’t track with level. Don’t get me wrong, you get bonuses, but I want damage that scales more. So stance time!


Earth Stance one action Feat 1

Monk Stance
Archetype Martial Artist*
Requirements You are unarmored.
* This archetype offers Earth Stance at a different level than displayed here as a level 4 monk feat.


You you root yourself into the ground to smash with the power of a rock fall and enter the earth stance. You can make earth smash attacks that deal 1d10 bludgeoning damage. This attack are in the brawling group and have the backswing, nonlethal, and unarmed traits.

All unarmed attacks you make while in this stance add half your level, minimum 1, to your damage.

Thoughts?

Daily Punch 10-11-21 Open Way feat for DnD 5e

We’ve finished toys for each fighter, so now we do toys for each monk. Let’s start with the way of the open hand.

Open Way

prerequisite: way of the open hand monastic tradition

You are an open book, and that should scare those who attempt to harm you. Gain the following benefits:

  • Increase the DC of your open hand technique to 10 + Wisdom modifier + proficiency.
  • You heal four times your monk level when you use wholeness of body.

Thoughts?

Daily Punch 4-29-21 Student of Ōya no Tarō Mitsukuni Monastic Traditions for Monk in Dungeons and Dragons 5e

How about an idea for a monk? Always fun to learn new folklore!

Monk-Student of Ōya no Tarō Mitsukuni 

Monks that follow Ōya no Tarō Mitsukuni follow this samurai due to his battle prowess and ability to overcome the impossible.  Having heard tales of this man kill the unkillable giant skeletons sent against him by a practitioner of black magic, you now learn at the feat of the master as he reveals his secrets to you.  He is a warrior first and an honorable competent second, but you find it hard to belittle the man for his results.  You now learn to combine his techniques with your monastic training to survive the unsurvivable.

Path of the Sword

Starting when you choose this tradition at 3rd level, you learn how to use a longsword/katana.  This weapon counts as a monk weapon for your flurry of blows.  When you increase your unarmed damage, increase your longsword damage as well.

LevelDamage
31d8
51d10
111d12
172d8
Learning From Your Foe

At 6th level you learn how the masters sneak into the enemy’s home and even their very bed to learn the secrets of its attack.  You gain proficiency in Deception and Stealth skills.  If you are already proficient in either of these skills, gain a +2 bonus to that skill instead.

Mastery of Onmyōdō

Beginning at 11th level,  the master reveals the magics of life and death to you and how to survive the magic assaults on your life.   When you are attacked by a magic attack or effect, you can spend a ki point to gain advantage on the saving throw.

Against the Impossible

At 17th level you no longer need the master to teach you how to do what must be done, you have learned to master the impossible.  When you would be reduced to zero hit points, you can spend 3 or all your remaining ki points (whichever is less) to avoid the attack and gain hit points up to your maximum.  You can only do this once and then you must complete a long rest before you can use this feature again.

Thoughts?

Daily Punch 12-6-19 The Way of Anger monk monastic tradition for DnD 5e

I’ve been known to fly into a crazy rage and I’ve got a black belt. Let’s get some peanut butter into the chocolate!

The Way of Anger

Not all monks practice the art of silent meditation and delicate self-discipline. Some monks fuel their abilities on the anger that burns in their soul. These monks learn to harness that anger and release it at their enemies when the time arises.

The Way of Rage

Starting when you choose this tradition at 3rd level, you learn to harness your anger to move faster and hit harder. You enter a fugue state where only combat matters as a bonus action on your turn akin to a barbarian’s rage. You gain the following benefits

  • You have advantage on Dexterity checks and Dexterity saving throws.
  • When you use a bonus action to make an attack, you may make an additional unarmed attack. This stacks with bonus action attacks from ki point use.
  • Melee attacks against you are made at disadvantage.

If you are able to cast spells, you can’t cast them or concentrate on them while in this state.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

You can do this a number of times per day equal to your level /3 + 1, minimum 2 per day. Once you have raged this number of times, you must finish a long rest before you can rage again.

Any effect, ability, or feat that would affect a barbarians rage also affect this ability as well.

All Out Attack

At 6th level, your training in focusing for combat bleeds into your ferocity during your rage. If you declare one target as the soul person you will attack this round at the start of your turn, you gain two ki points that you must spend this round in attacks against this target or in advancing on the target. If the target dies or is incapacitated during your round, you may not attack another target but may continue to attack the target’s body or remains.

Hatred

Beginning at 11th level, you now enter a state where you no longer experience the outside world during your rage state. During your rage, you gain resistance to psychic damage and have advantage on all Intelligence, Wisdom, and Charisma saving throws.

Only Violence

At 17th level, you gain the ability to literally let rage keep you alive. If you would be knocked out or killed while in a rage, you are allowed to stay conscious while making death saving throws. Increase the number of death saving throws you are allowed to make before dying by 3 while in a rage. Each round you automatically fail your death saving throw if you stay conscious in a rage. Critical hits on you increase the number of failed death saving throws you have failed by 2. While using this ability, you can not be healed or regain hit points. Each round you gain a number of ki points equal to your number of death saving throws you have currently failed. These addition ki point occur after abilities like perfect self have increased your ki pool. As a free action, you can voluntarily end your rage at the start of your turn and fall unconscious and stabilized at 2 death saving throws failed.

Thoughts?

Daily Punch 10-23-19 Minamoto’s Disciple Monk Monastic Tradition for DnD 5e

Back to killing demons and devils in DnD!

 

Minamoto’s Disciple

You follow a warrior of renown, know for protecting the innocent and leading his clan.  You have studied at the feet of masters of his clan and emerged as a top student.  You are now learning techniques and receiving gifts that only the most prestigious of demon and evil slayers are granted.

Liquor of the Gods

Starting when you choose this tradition at 3rd level, you are gifted a flask of the purest ale from heaven.  You can drink from the flask or throw a dose at a fiend within 30 feet by spending a ki point.  If you drink from the flask, you gain the effects of haste  for one turn.  If you throw a dose at a fiend, that creature must make a constitution saving throw.  On a failure, the fiend is stunned and loses it immunity to non-magic weapons and elemental damage till the end of your next turn.  It is a bonus action to throw a dose at a creature but a free action to drink from the flask yourself.

Armor of Heaven 

At 6th level, you gain the helm of your master.  From now on you gain immunity to critical hits unless the creature has advantage on the attack and scores two critical hits.

Kumo-Kiri

Beginning at 11th level, you are gifted Spider Slayer, a +2 fiend slaying katana.  This counts as a monk weapon and makes all your attacks, including unarmed ones, count as +2 fiend slaying attacks.  When you hit a fiend with any attack while wield the weapon, the fiend takes an extra 3d6 damage unless it succeeds a DC 15 Constitution saving throw or fall prone.

Quivering Palm

At 17th level, you gain the favor of heaven itself and are gifted champions from heaven.  As an action, you may spend up to four ki points.  For each ki point spent, you may cast guardian of faith summoning one guardian.  These guardians last as normal per the spell.

 

 

Thoughts?