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Uncle Kittie's Unnecessary Revisions / Re: 5E Monk Traditions
« Last post by bhu on March 17, 2024, 03:10:01 AM »WAY OF THE MOIST PALM (Monk Subclass)
You were raised to be the personal bodyguard of the Frog Council. Despite your art being called the Way of the Moist Palm, that is effectively a quaint synonym for your tongue. You keep your tongue in reserve as a hidden weapon. Mostly because you don't like using it. In addition to paying for your training, the Frog Council has had to pay for your PTSD therapy made necessary by being able to taste your opponents...
MOIST PALM TECHNIQUES
At 3rd Level, you can summon The Moist Palm by spending 1 Ki Point as a Bonus Action. For the next 10 Minutes (or until you die/become incapacitated) you can make Unarmed Strikes with your super stretchy tongue. During this time you have the following benefits:
You can use the tongue to make an Unarmed Strike, and it's range is 5 feet greater than normal. You use your Wisdom modifier for attack and damage rolls with the tongue. Successful attacks by the tongue do Frog Damage. Frog Damage is a sort of wet, flubbery damage that has no known ability able to provide Resistance or Immunity to it. Additionally, if it successfully hits, the target must make a Strength or Dexterity Saving Throw (it's choice, Save DC is 8 + your Proficiency Bonus + your Wisdom modifier), or it is considered to be grappled (and restrained for as long as you maintain the grapple). As a Bonus Action, you can move a creature grappled by the tongue up to 5 feet toward you.
MOIST COUNTENANCE
At 6th Level, you may begin to sweat profusely for 10 Minutes (or until you die/become incapacitated) by spending 1 Ki Point as a Bonus Action (or as part of the Bonus Action used to summon the Moist Palm. During this time you have the following benefits:
You gain Advantage on any rolls to Grapple an opponent, or escape being Grappled by them. You become resistant to Acid, Fire and Psychic damage. If you are already resistant to one of these damage types, you temporarily become immune instead.
MOIST BODY
At 11th Level, when you summon your Moist Palm and Moist Countenance, your skin turns green and frog-like, and your limbs get longer. Once on each of your turns, when you hit a target with the Moist Palm you can deal extra damage to the target equal to your Martial Arts die. When you make an Opportunity Attack with your tongue, your opponent must make a Dexterity Save (Save DC is 8 + your Proficiency Bonus + your Wisdom modifier) or be Blinded as long as you maintain the Grapple due to your tongue occupying his face.
MOIST AWAKENING
Beginning at 17th level, you gain a few extra abilities when summoning you Moist Body and Countenance (this costs another +3 Ki Points). You temporarily Teleport to any point you can see in range (which is equal to your land speed) instead of moving, thereby gaining immunity to effects that reduce your movement speed. On any turn that you use this Teleport, you gain Advantage on all Saving Throws until the beginning of your next turn.
You were raised to be the personal bodyguard of the Frog Council. Despite your art being called the Way of the Moist Palm, that is effectively a quaint synonym for your tongue. You keep your tongue in reserve as a hidden weapon. Mostly because you don't like using it. In addition to paying for your training, the Frog Council has had to pay for your PTSD therapy made necessary by being able to taste your opponents...
MOIST PALM TECHNIQUES
At 3rd Level, you can summon The Moist Palm by spending 1 Ki Point as a Bonus Action. For the next 10 Minutes (or until you die/become incapacitated) you can make Unarmed Strikes with your super stretchy tongue. During this time you have the following benefits:
You can use the tongue to make an Unarmed Strike, and it's range is 5 feet greater than normal. You use your Wisdom modifier for attack and damage rolls with the tongue. Successful attacks by the tongue do Frog Damage. Frog Damage is a sort of wet, flubbery damage that has no known ability able to provide Resistance or Immunity to it. Additionally, if it successfully hits, the target must make a Strength or Dexterity Saving Throw (it's choice, Save DC is 8 + your Proficiency Bonus + your Wisdom modifier), or it is considered to be grappled (and restrained for as long as you maintain the grapple). As a Bonus Action, you can move a creature grappled by the tongue up to 5 feet toward you.
MOIST COUNTENANCE
At 6th Level, you may begin to sweat profusely for 10 Minutes (or until you die/become incapacitated) by spending 1 Ki Point as a Bonus Action (or as part of the Bonus Action used to summon the Moist Palm. During this time you have the following benefits:
You gain Advantage on any rolls to Grapple an opponent, or escape being Grappled by them. You become resistant to Acid, Fire and Psychic damage. If you are already resistant to one of these damage types, you temporarily become immune instead.
MOIST BODY
At 11th Level, when you summon your Moist Palm and Moist Countenance, your skin turns green and frog-like, and your limbs get longer. Once on each of your turns, when you hit a target with the Moist Palm you can deal extra damage to the target equal to your Martial Arts die. When you make an Opportunity Attack with your tongue, your opponent must make a Dexterity Save (Save DC is 8 + your Proficiency Bonus + your Wisdom modifier) or be Blinded as long as you maintain the Grapple due to your tongue occupying his face.
MOIST AWAKENING
Beginning at 17th level, you gain a few extra abilities when summoning you Moist Body and Countenance (this costs another +3 Ki Points). You temporarily Teleport to any point you can see in range (which is equal to your land speed) instead of moving, thereby gaining immunity to effects that reduce your movement speed. On any turn that you use this Teleport, you gain Advantage on all Saving Throws until the beginning of your next turn.