Way of the Miyagi Do Karate (5e Subclass)

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Way of the Miyagi Do Karate[edit]

Focusing on inner peace and balance, monks of the Miyagi Do don't seek violence, but a way to protect themselves and their loved ones. Masters in this style often adopt an unconventional method of training, using seemingly mundane activities and daily chores to teach powerful techniques and philosophical lessons to their students.

Myiagi Do Rules

To be accepted as a disciple in the Miyagi Do Karate, one must abide by only two simple rules:

Rule 1. Karate for defense only.

Rule 2. First learn rule number 1.

Wax on, Wax off

At 3rd level, you have waxed and washed enough cars to train your reflexes and develop your muscular memory. You can use your Patient Defense as a reaction, instead of a bonus action. While in the Patient Defense, the first attack that hits you have the damage reduced by 1d10 + your Dexterity modifier + your monk level.

Painting Shores

Starting at 6th level, painting fences and houses made your defensive movements fluid and precise. You gain the following benefits.

Paint the Fence. You can use your bonus action to defend yourself against incoming attacks. You can reduce the damage of the next attack by an amount equal to the damage of your unarmed strike.
Paint the House. When an attack against you misses, you can spend 1 ki point to gain another reaction on your turn. In addition, you gain proficiency in the painter's supplies.
Sand the Floor

At 11th level, you learn how to use the circular movement of the floor sanding to make low blocks. Whenever a creature hit you with an attack, you can spend 2 ki points to force that creature to re-roll the attack.

In addition, you can use your Dexterity instead of your Strength modifier in Strength contested checks.

The Crane Kick

Starting at 17th level, you have balance enough to stand on a boat in the middle of a river, and can use this balance to deliver the secret attack of the miyagi do - the crane kick. As a reaction, when a creature move to a space within 5 feet of you, you can use your reaction and make an unarmed attack. On a hit, you can expend 1 to 10 ki points. The target takes additional 1d10 bludgeoning damage per ki point spent, and must make a Constitution saving throw against your Ki save DC or is stunned and knocked prone.

In addition, you gain advantage on any checks or saving throws against any effects that would knock you prone.

Don't be a snake in the grass, be a champion. Daniel Larusso

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