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Immovable Monk: Homebrew Monastic Tradition
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<blockquote data-quote="faria" data-source="post: 6973760" data-attributes="member: 6780042"><p>Immovable Rods are essentially clubs, which are monk weapons, so why not incorporate them into Kung Fu? I created a new Monastic Tradition based on that idea. Here's what I got:</p><p><u><strong></strong></u></p><p><u><strong>Monastic Tradition: Immovable Monk</strong></u></p><p><u><strong></strong></u></p><p><u><strong>Level 3:</strong></u> Upon choosing this monastic tradition at level 3, you gain the following benefits:</p><ul> <li data-xf-list-type="ul">You may activate or deactivate any Immovable Rod using an Action or Bonus Action.</li> <li data-xf-list-type="ul">You gain proficiency in Acrobatics.</li> <li data-xf-list-type="ul">You learn the Summon Immovable Rod spell/ritual. Casting it as a spell costs 1 ki. Casting it as a ritual costs nothing.<strong><br /> Summon Immovable Rod</strong><br /> <em>level 2 - conjuration (ritual)</em><br /> Casting Time: 1 action<br /> Range: 5 feet<br /> Components: S<br /> Duration: 24 hours<br /> You bring your hands together in a secret series of gestures taught to you by your master. As you pull them apart, you produce an Immovable Rod between them. If you and your rod are ever more than 120ft from each other, the rod instantly disappears. The rod gains the same stats as a club. It is made of metal, 2ft long, and counts as a monk weapon.</li> </ul><p></p><p><u><strong>Level 6:</strong></u> The bond between you and your rod has grown stronger, giving you the following benefits:</p><ul> <li data-xf-list-type="ul">Only you may activate and deactivate your summoned Immovable Rod, and you may now do so from anywhere within its 120ft radius.</li> <li data-xf-list-type="ul">While an Immovable Rod is in your possession and not currently activated, attempts to shove you or knock you prone are made with disadvantage.</li> <li data-xf-list-type="ul">You learn Rod Recall.<br /> <strong>Rod Recall</strong><br /> <em>free action</em><br /> You gesture for your summoned Immovable Rod to return to you. Your rod immediately flies back into your hand, as long as there is an unobstructed path between you and your rod. If the rod is blocked by a creature or object, it hits the creature or object, dealing no damage, and falls to the ground.</li> </ul><p></p><p><u><strong>Level 11:</strong></u> Through tireless training, you have learned several new skills with your rod. You gain the following benefits:</p><ul> <li data-xf-list-type="ul">You learn the spell Telekinesis. You can cast it without expending ki, but doing so limits the range of the spell to 5ft. If you choose to expend 1 ki, the range increases to 120ft. You may only cast this spell on your summoned Immovable Rod. Wisdom is your spellcasting mod for this.</li> <li data-xf-list-type="ul">You learn the spell Catapult and may cast it at up to 6th level using 1 ki per spell level desired. You may only cast it on your summoned Immovable Rod. Wisdom is your spellcasting mod for this.</li> <li data-xf-list-type="ul">You learn to distract foes with your rod while engaged with them in melee combat. While your summoned Immovable Rod is in your possession and not currently activated, the unarmed attacks made with Flurry of Blows are made with advantage.</li> <li data-xf-list-type="ul">While your summoned Immovable Rod is in your possession and not currently activated, you may spend 1 ki to attempt a Disarming Attack or Trip Attack maneuver from the Battlemaster maneuver list. The superiority die for these is a d8.</li> </ul><p></p><p><u><strong>Level 17:</strong></u> You have mastered the Immovable Rod. It has become an extension of your physical form, allowing you use it as if it were a third arm. You gain the following benefits:</p><p></p><ul> <li data-xf-list-type="ul">You may activate or deactivate any Immovable Rod using an Action, Bonus Action or Reaction.</li> <li data-xf-list-type="ul">While your summoned Immovable Rod is in your possession and not currently activated, you gain Improved Unarmored Defense. Your AC becomes 10 + your DEX mod + (2 * your WIS mod). When the rod leaves your possession or is activated, your AC returns to the normal Unarmored Defense calculation.</li> <li data-xf-list-type="ul">While your summoned Immovable Rod is in your possession and not currently activated, you gain Improved Slow Fall. You can use your Reaction to activate your rod to either stop falling completely or to ease your descent. You do not take falling damage from this unless you choose to.</li> <li data-xf-list-type="ul">You have learned to maintain balance on your summoned Immovable Rod while using Telekinesis. While using your summoned Immovable Rod in this way, you gain a flight speed equal to your movement speed.</li> </ul><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span></p></blockquote><p></p>
[QUOTE="faria, post: 6973760, member: 6780042"] Immovable Rods are essentially clubs, which are monk weapons, so why not incorporate them into Kung Fu? I created a new Monastic Tradition based on that idea. Here's what I got: [U][B] Monastic Tradition: Immovable Monk [/B][/U] [U][B]Level 3:[/B][/U] Upon choosing this monastic tradition at level 3, you gain the following benefits: [LIST] [*]You may activate or deactivate any Immovable Rod using an Action or Bonus Action. [*]You gain proficiency in Acrobatics. [*]You learn the Summon Immovable Rod spell/ritual. Casting it as a spell costs 1 ki. Casting it as a ritual costs nothing.[B] Summon Immovable Rod[/B] [I]level 2 - conjuration (ritual)[/I] Casting Time: 1 action Range: 5 feet Components: S Duration: 24 hours You bring your hands together in a secret series of gestures taught to you by your master. As you pull them apart, you produce an Immovable Rod between them. If you and your rod are ever more than 120ft from each other, the rod instantly disappears. The rod gains the same stats as a club. It is made of metal, 2ft long, and counts as a monk weapon. [/LIST] [U][B]Level 6:[/B][/U] The bond between you and your rod has grown stronger, giving you the following benefits: [LIST] [*]Only you may activate and deactivate your summoned Immovable Rod, and you may now do so from anywhere within its 120ft radius. [*]While an Immovable Rod is in your possession and not currently activated, attempts to shove you or knock you prone are made with disadvantage. [*]You learn Rod Recall. [B]Rod Recall[/B] [I]free action[/I] You gesture for your summoned Immovable Rod to return to you. Your rod immediately flies back into your hand, as long as there is an unobstructed path between you and your rod. If the rod is blocked by a creature or object, it hits the creature or object, dealing no damage, and falls to the ground. [/LIST] [U][B]Level 11:[/B][/U] Through tireless training, you have learned several new skills with your rod. You gain the following benefits: [LIST] [*]You learn the spell Telekinesis. You can cast it without expending ki, but doing so limits the range of the spell to 5ft. If you choose to expend 1 ki, the range increases to 120ft. You may only cast this spell on your summoned Immovable Rod. Wisdom is your spellcasting mod for this. [*]You learn the spell Catapult and may cast it at up to 6th level using 1 ki per spell level desired. You may only cast it on your summoned Immovable Rod. Wisdom is your spellcasting mod for this. [*]You learn to distract foes with your rod while engaged with them in melee combat. While your summoned Immovable Rod is in your possession and not currently activated, the unarmed attacks made with Flurry of Blows are made with advantage. [*]While your summoned Immovable Rod is in your possession and not currently activated, you may spend 1 ki to attempt a Disarming Attack or Trip Attack maneuver from the Battlemaster maneuver list. The superiority die for these is a d8. [/LIST] [U][B]Level 17:[/B][/U] You have mastered the Immovable Rod. It has become an extension of your physical form, allowing you use it as if it were a third arm. You gain the following benefits: [LIST] [*]You may activate or deactivate any Immovable Rod using an Action, Bonus Action or Reaction. [*]While your summoned Immovable Rod is in your possession and not currently activated, you gain Improved Unarmored Defense. Your AC becomes 10 + your DEX mod + (2 * your WIS mod). When the rod leaves your possession or is activated, your AC returns to the normal Unarmored Defense calculation. [*]While your summoned Immovable Rod is in your possession and not currently activated, you gain Improved Slow Fall. You can use your Reaction to activate your rod to either stop falling completely or to ease your descent. You do not take falling damage from this unless you choose to. [*]You have learned to maintain balance on your summoned Immovable Rod while using Telekinesis. While using your summoned Immovable Rod in this way, you gain a flight speed equal to your movement speed. [/LIST] [FONT=Verdana] [/FONT] [/QUOTE]
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