Way of the Murim
Monk Subclass
No one knows when Murim first came into existence in the world.
Except, many trace its beginnings to the Ascetics from long who had secluded themselves deep in the mountains or the rugged wilderness in order to seek enlightenment. Soon after their appearance, these monks became famous throughout the society as martial arts masters because of their powers.
In response, many people quickly met them in order to become their disciples. In time, with more masters and disciples appearing, the amount of Murim increased, clans and schools were formed and the world of Murim was born.
The existence of the Murim world was kept secret from normal people, with the exception of some members of local governments and federal government.
The Murim is a world maintained by the passage of martial arts from the previous generation to the next. Accordingly, the relationship between master and disciple must be more intimate and earnest than a blood relationship between father and son.
You learned to fight in the Murim world and you have fought with many opponents with different techniques thus developing your personal fighting technique.
Your way to fight
Starting when you choose this tradition at 3rd level, you can choose your way to fight, the Snake style which gives you the opportunity to attack and move away without consequence or the Bear style which give you more live. Chose one of the two following ability.
- The opponents affected by your attacks suffer stings of pain distracting them for a small period of time, for the rest of the turn you don’t provoke opportunity attacks from them.
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- Your hit point maximum increases by an amount equal to once your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit points.
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Murim Techniques
At 6th level you learn the secret techniques of the Murim world, you can manipulate your enemy’s ki when you harness your own. Choose three of the following options and whenever you hit a creature with one of the attacks granted by your Flurry of Blows, with the use of another ki you can impose one of the following effects choose on the target. At 11th level you can choose another two Murim techniques, and at 17th level you can choose another one. You cannot use the same technique in the same turn, this can only be done if you have taken the same technique several times.
SAVE |
Murim techniques 6th Level |
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CON |
- It must succeed on a Constitution saving throw or suffer internal bleeding and take damage equal to one dice of your martial art. It must repeat the saving throw at the start of each of its turns. On each successive failed save, the damage of internal bleeding increases of a martial dice. After three turns the internal bleeding ends.
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WIS |
- It must succeed on a Wisdom saving throw or be confused by your feint and be at a disadvantage in attacking until the end of your next turn.
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STR |
- You make a push kick. It must succeed on a Strength saving throw. On a failed save, you can add one of your martial art dice to the attack's damage roll and you push the target 15 feet.
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INT |
- Your Ki can damage the nervous system. It must succeed on a Intelligence saving throw. On a failed save, the target can't use its next reaction and it take one of your martial art dice as psionic damage.
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DEX |
- It must succeed on a Dexterity saving throw. On a failed save, you can hit another target with a round kick, you use the same attack roll and the same damage roll of the first target. If you take this technique 2 time you can attack all around you.
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DEX |
- It must make a Dexterity saving throw. On a failed save, it is automatically grabbed, and you can add one of your martial art dice to the attack's damage roll.
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- You can hit your target and use it as a springboard to jump high (your jump is Dexterity modifier x5 ft.) and in your next attack you can hit a flaying opponent and drag him to the ground (only if you hit). The creature takes one martial art dice bludgeoning damage for every 10 feet it fell, to a maximum of 10d10 plus your attack. The creature lands prone.
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SKILL |
- You make a medicine skill check with a free action and if your check is equal or more of the CR of the target you score a critical hit on a roll of 19-20 until the end of this turn, and if your check is equal or more of one and half time of the CR of the target you score a critical hit on a roll of 18-20.
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DEX-STR |
- You clinching your target, it must make a Dexterity or a Strength saving throw. On a failed save, you can add your strength modifier the attack's damage roll for each attack it take in this turn. (you cant attack other target or the clinch is canceled).
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CHA |
- Your kick hit the target lower part and you can add one of your martial art dice to the attack's damage roll. It must succeed on a Charisma saving throw or fall prone.
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At 11th level you can choose two of the Murim techniques from the list of 6th and 11th level. Each time you learn new Murim techniques, you can also replace the techniques you know with a different one
SAVE |
Murim techniques 11th Level |
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CHA |
- You hit the nerves of your target. It must succeed on a Charisma saving throw or not be able to move, swimming or fly until the end of your next turn.
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INT |
- It must succeed on a Intelligence saving throw or on its next turn, it must choose whether it gets a move, an action, or a bonus action and you add one of your martial art dice to make a of psionic damage.
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STR |
- It must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
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- You can teleport 10 feet after attacking the opponent.
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- You ca use your martial die, rolling the die and adding the number rolled to your AC until the end of your next turn.
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WIS |
- You make a brutal attack and with your ki you emit a murderous aura. It must make a Wisdom saving throw. On a failed save, you can add one of your martial art dice to the attack's damage roll plus your strength modifier and the target is frightened of you until the end of your next turn.
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CON |
- You make a hook attack and you hit the target chin, it must make a Constitution saving throw or fall prone until the end of your next turn.
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DEX |
- If the target is grabbed you can throw it to the ground, it must make a Dexterity saving throw or be prone and grabbed at your feet. You have advantage in your next attacks, for free itself the target must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) or Dexterity (Acrobatics) check.
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At 17th level you can choose one of the Murim techniques from all the lists. Each time you learn new Murim techniques, you can also replaces the techniques you know with a different one.
SAVE |
Murim techniques 17th Level |
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CON |
- You blow to the throat. It must succeed on a Constitution saving throw or not being able to speak until the end of your next turn.
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INT |
- Your attack hit the temple. It must succeed on a Intelligence saving throw or be confused. At the end of its turns, the affected target can make a Intelligence saving throw, if it succeeds, this effect end.
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CHA |
- Your ki enters the target. It must succeed on a Charisma saving throw or be possessed and be forced to attack a partner (max near 5 ft.) and use it reaction.
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STR |
- You run at last 10 feet and make a flying kick. It must succeed on a Strength saving throw. You can increase your movement by 10 feet. On a failed save, you can add one of your martial art dice to the attack's damage roll and the target is pushed up to 15 feet away from you and fall prone.
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DEX |
- Your fingers hit the target eyes. It must succeed on a Dexterity saving throw or be blind until the end of your next turn.
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WIS |
- You goading one target. It must make a Wisdom saving throw. On a failed save the target has disadvantage on all attack rolls against targets other than you. It must repeat the saving throw at the start of each of its turns. You can use your reaction to make a cross attack to the goaded target. If your attack hit the target you deal your normal damage plus the damage of your target's attack. After three turns the goading effect ends.
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- You can teleport 10 feet after attacking the opponent, if you take this technique 2 time you can use the technique once more for the next attack.
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Level |
Murim techniques |
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3-5 |
0
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6-10 |
3 = 3 (lev6)
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11-16 |
5 = 3 (lev6) + 2 (lev11)
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17-20 |
6 = 3 (lev6) + 2 (lev11) + 1 (lev17)
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Dantian
Beginning at 11th level, your control over ki power improves, your Ki take the form of a tornado in your Dantian and give you different ability. You can chose two of the four following ability.
- When a creature within 10 ft. of you is reduced to 0 hit points you can use your reaction to regain ki points equal to your Wisdom modifier (minimum 1), and when you score a critical hit you regain 1 ki.
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- Whenever you use Flurry of Blows to attack once, now you can instead attack twice times and three at 17th level.
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- You steal vital energy from your enemy, each time you use a Murim technique you can regenerate your HP equal to your Wisdom modifier (minimum 1).
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- Your ki protects your body like a second skin, whenever you receive damage, reduce it by your wisdom modifier (minimum 1). You can only use this ability a number of times equal to half your level. You must finish a short or long rest before you can recharge it again.
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Great Master
At 17th level you are now a Great Master of the Murim Techniques. You can choose two of the four following ability.
- Your ability in the energy control when you use the Murim techniques are incredible, now you have one free ki for your Murim techniques.
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- When you have advantage you can choose to not use one attack rolls dice, but you can increase your damage rolls by a martial art die.
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- On each of your actions turn, when you move at least 15 feet and hit a different target with your attack, you can deal extra damage to the target equal to your Martial Arts die.
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- You learn the definitive Murim technique. You can use this technique for every unarmed attack you do, the target must succeed on two saving throw (of enemy chose),but can only use this technique a number of times equal to your Wisdom modifier (minimum 1). You must finish a long rest before you can use this mortal technique again.
- If it succeeds on all saving throw, the target is stunned until the end of your next turn.
- If it succeeds on one saving throw, the target is reduced to 50% hit points.
- If it fails all the saving throws, the target is reduced to 0 hit points.
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