Way of the Pulse: A Monastic Tradition

Those who train themselves in the way of the pulse spend countless hours meditating in the pursuit of discovering the untapped power of their beating heart. An entire lifetime worth of energy stored within the body that grows with every single beat. They train to become masters in manipulating the energy of that pulse. They manifest the energy into bursts of explosive power that they release from the body.

Bursting Pulse Starting when you choose this tradition at 3rd level, you have learned to harness the stored energy from your beating heart and can summon forth great bursts of energy, expelling them from a point on your body you choose. You can also release the energy from a blunt weapon you are proficient with. pulsing blows You can spend up to 3 ki points to release an explosive blast of your stored energy in one single blow. This may be done as an action or a bonus action. On a hit the target is blown back 15 feet per ki point used. if the creatures movement is hindered by an immovable object they take 1d6 bludgeoning damage for every 10 feet of movement they had left. In addition, if you have dashed more than 10 feet in a straight line using " step of the pulse " the target is knocked back an additional amount of feet equal to half the movement used in the dash.

" the target is knocked back an additional amount of feet equal to half the movement used in the dash. 1 ki point: The target takes 1 extra die of damage. The damage die is equal to your unarmed strikes or monk weapon and is shoved 15 feet back. They must make a dex saving throw equal to your ki sav DC or be knocked prone where they land.

2 ki points: The target takes an additonal 2 damage die equal to your unarmed strike or monk weapon and is shoved 30 feet back. They must make a dex saving throw equal to your ki sav DC or be knocked prone where they land.

3 ki points: The target takes an additional 3 extra damage die equal to your unarmed strike or monk weapon and is shoved 45 feet back. They must make a dex saving throw equal to your ki sav DC or be knocked prone where they land. pulsing defense If you take the dodge action as a bonus action you may spend 1 additional ki point to enforce a pulsing shield, boosting your AC by an amount equal to your wisdom modifier until the beginning of your next turn. step of the pulse you may spend 1 ki point to take the disengage or dash action as a bonus action. when you take the disengage option you emit a blasting pulse from your entire body shoving all creatures within melee range of you 5 feet backwards or away from you. If you choose the dash option you emit a powerful blast of energy from your feet. By doing so you use the entirety of your movement speed in as little steps as possible. If you choose to jump vertically using this ability you move your full movement of your dash. For example if you were to dash in a straight line you would do so with one pulsing step. If you were to change direction only once mid flight you would then reach the end of your movement speed with two pulsing steps.

Sonar Pulse Beginning at 6th level you gain the ability to send out an imperceptible pulse of sonar like energy that only you can feel. It extends around every corner and crack up to 60 feet from you in all directions. If the energy comes into contact with any living creature with a heart beat you can detect exactly where they are. The creatures do not feel the pulse and you can spend a bonus action to hone in your concentration on one heart beat at a time. The enemy you are focusing on is considered under the effects of Hunters Mark. You can use a bonus action to switch your focus to another mark at any time during your turn. You can use this feature an amount of times equal to your proficiency bonus, then can not do so again until you finish a long rest.