Concept talk:Grand Master Monk

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Recycle.png This page was proposed for deletion on 23:09, 15 February 2020 (MST) because: Seems to be a incomplete concept of a monk revision without too much substance to it. In addition the page is not formatted correctly, is missing breadcrumbs/categories, needs to be moved, ect. (discuss).

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Hit Points: Hit Dice: 1d10 per Lord level Hit Points at 1st Level: 8 + Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Lord level after 1st.

Proficiencies: Armor: None Weapons: Fist(Unarmed) Tools: any one type of artisan's tools or any one musical instrument of your choice. Saving Throws: Wisdom, Dexterity Skills: Choose three from Acrobatics, Athletics, History, Insight, Religion, Stealth, and Perception. Equipment: You start with the following equipment, in addition to the equipment granted by your background: (a) a Dungeoneer's Pack or (b) an Explorer's Pack

Unarmed Damage:LVL's 1-4=1d8, 5-10=1d12, 11-16=1d16, 17-20=1d20. Unarmored Movement:LVL's 2-5=10ft, 6-9=15ft, 10-13=20ft, 14-17=25ft, 18-20=30ft.

Table: Grand Master Monk. Level Proficiency-Bonus Features.

1st +2 Unarmored Defense, Martial Arts

2nd +2 Ki, Unarmored Movement

3rd +2 Monastic Tradition, Deflect Missiles

4th +2 Ability Score Improvement, Slow Fall

5th +3 Extra Attack,Thunder Palm

6th +3 Ki-­Empowered Strikes, Monastic Tradition feature

7th +3 Evasion, Burning Palm

8th +3 Ability Score Improvement, Freezing Palm

9th +4 Unarmored Movement improvement, Lightning Palm

10th +4 Psychic Breaker-Psychic Palm

11th +4 Monastic Tradition feature, Piercing Palm

12th +4 Ability Score Improvement, Decaying Palm

13th +5 Misty Step, Holy Palm

14th +5 Diamond Soul, Force Palm

15th +5 Timeless Body, Slashing Palm

16th +5 Ability Score Improvement, Corrosive Palm

17th +6 Monastic Tradition feature, Draining Palm

18th +6 Grand Arts

19th +6 Ability Score Improvement

20th +6 Grand Master Arts

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

Moves: Psychic Breaker-On hit enemies must make a WIS/INT save or roll at disadvantage for 2 turns

Palms Attacks-Adds 1d10 extra damage depending on type.(Burning Palm 1d10 fire)

Drainging Palm-Gain HP equal to the damage dealt.

Grand Arts-Gain +1 Ki at the end of your turn.

Grand Master Arts-Gain +2 Ki at the end of your turn.

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