Specialized Techniques monkDND

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Specialized Techniques

Enervating Strike
You overload the target's mind, disrupting its ability to take actions. The target must succeed on a Strength saving
throw against your Ki save DC or be stifled until the end of your next turn. If a creature is already stifled by you when they
fail their saving throw against this feature, they are also dazed until the end of your next turn. A creature is immune to
this affect if it is also immune to being Stunned.

Debilitating Strike
You overload the target's joints and muscles, inhibiting its psychical capabilities. The target must succeed on a
Constitution saving throw against your Ki save DC or be weakened until the start of your next turn. If a creature is already
weakened by you when they fail their saving throw against this feature, they are also stunned until the end of your next
turn. A creature is immune to this affect if it is also immune to being Stunned.

Insinuating Strike
You overload the target's senses and prevent them from functioning properly. The target must succeed on a
Constitution saving throw against your Ki save DC or become Blinded, Deafened or Silenced (your choice) until the end of
your next turn. If a creature is already blinded, deafened, or silenced by you when they fail their saving throw against this
feature, they are also disoriented until the end of your next turn. A creature is immune to this affect if it is also immune to
being Stunned.

Immobilizing Strike
You overload the target’s sense of coordination, slurring their movement. The target must succeed on a Strength
saving throw against your Ki save DC or become staggered until the start of your next turn. If a creature is already
staggered by you when they fail their saving throw against this feature, they also automatically fail checks made to resist
being shoved and are subjected to forced movement from spells regardless of their saves against them until the end of
your next turn. A creature is immune to this affect if it is also immune to being Stunned.

Sundering Strike
You overload the target's defenses, crumbling its armor and leaving it exposed. The target must succeed on a
Constitution saving throw against your Ki save DC or lose the ability to benefit from conditional resistances until the end
of your next turn. If a creature has already lost the ability to benefit from conditional resistances by you when they fail
their saving throw against this feature, they also have a -2 penalty to their AC until the end of your next turn. A creature is
immune to this affect if it is also immune to being Stunned.

Gouging Strike
You overload the target's viscera, tearing apart its innards. The target must succeed on a Constitution saving throw
against your Ki save DC or have its hit point maximum reduced by the damage taken. If a creature already has its hit point
maximum reduced by you when they fail their saving throw against this feature, they begin to bleed and to lose hit points
equal to twice your proficiency bonus at the start of each turn for 1 minute. The bleeding creature, or a creature within 5
feet of it, can use an action to make a Wisdom (Medicine) check against your Ki save DC, staunching the blood on a
success. Creatures that do not have blood in their bodies are immune to this affect.

Sweeping Strike
You overload the target's coordination and exploit its form to hinder its allies. The target must succeed on a Strength
saving throw against your Ki save DC or it and every creature of your choice within 5 feet of it takes damage equal to your
proficieny bonus and has its movement speed reduced by 10 feet until the start of your next turn. If a creature has already
had its movement speed reduced by you when they fail their saving throw against this feature, they are also knocked
prone and cannot take the dash or disengage action until the start of your next turn.

Transmissing Strike
You overload the target's immune system and distoort the flow of their ki. The target must succeed on a Strength
saving throw against your Ki save DC or one condition (save for exhuastion) within 5 feet of the creature of your choice is
transferred to another creature within 5 feet of your choice, retaining its duration. If you are affected by a condition when
they fail their saving throw against this feature, the duration of the transferred condition increases by half.

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