Table of Contents
Open Hand
Monk Level | Features |
---|---|
3rd | Focus Intent, Open Hand Technique |
7th | Wholeness of Body |
11th | Tranquil Soul |
15th | Quivering Palm |
Focus Intent
3rd-Level Open Hand Feature
When you or a creature within 5 feet of you makes an ability check or attack roll, you can use your reaction to roll your martial arts die. The target gains a bonus or a penalty (your choice) to its roll equal to the number you rolled.
You can use this feature a number of times equal to your WIS modifier. You regain all expended uses when you finish a long rest.
Open Hand Technique
3rd-Level Open Hand Feature
You can manipulate your enemy’s energy with your own. When you hit a creature with one of the attacks granted by your Flurry of Blows technique, you can impose one of the following effects on that target:
- It can’t take reactions until the end of your next turn.
- It must succeed on a DEX save or be knocked prone.
- It must succeed on a STR save or be pushed up to 15 feet away from you.
Wholeness of Body
7th-Level Open Hand Feature
When you roll initiative and have at least 1 hit point, you regain a number of hit points equal to your CON modifier + your monk level.
Tranquil Soul
11th-Level Open Hand Feature
You have learned the way of war, so you may better walk the world in peace. As an action, you can spend 3 technique points to cast the sanctuary spell on yourself. The spell lasts until the end of your next short or long rest (or it can end early as normal).
Quivering Palm
15th-Level Open Hand Feature
As an action, you can make a single unarmed strike against a creature. On a hit, you can spend 4 technique points to fill that creature with potentially lethal vibrations that last for a number of days equal to your monk level.
For the duration, so long as you and the target are on the same plane, you can use an action to end the vibrations, ripping the creature apart. When you do, the target must make a CON save. On a failure, the target takes force damage equal to 5 × your monk level and is paralyzed until the end of your next turn. On a success, the target is stunned for 1 minute, and at the end of each of their turns, and each time they take damage, the target can repeat the save, ending the effect on a success. A target that fails the save by 5 or more instantly dies.
Each time you use this feature after the first, the technique cost to use it increases by 2. When you finish a long rest, the cost resets. This feature can affect only one target at a time.