Monastic Tradition:

Way of the One Power

The Way of the One Power mires among the rawer, more primal arts of channeling the ki solely within ones own body. Compared to other monastic traditions, monks who follow this path foster an external approach lauding focusing physical strength over more esoteric means.

Way of the One Power Features

Monk Level Feature 3rd Path of the One Power, Show of Strenght, A Good Offense 6th Special Moves 11th Understanding of Gifts, Surge Radius 17th Mastery of Heroics

Path of the One Power

When you choose this tradition at 3rd level, your training to hone your skills with extreemly powerful focused blows allows you to master the force of a punch.

Empowerd Blast. As long as you only make one attack on your turn, when you hit with a strength based unarmed attack for your attack action, you can use a bonus action to add an extra 1d8 + your Strength modifier damage. When you gain extra attacks, to take this bonus action you must forgo your later attacks. For each other attack you forgo you can add the benefits of this damage again.

Counter Punch. If an enemy attacks you, or an ally within 5 feet, you can use you reaction to counter the blow. Make an "Empowered Blast" attack roll. If the attack roll beats or meets the opposing attack roll you can reduce the incoming attack by the damage of your attack. If the attacking creaure is within 5 feet of you and you roll higher damage than the creaure, they will take the excess damage. You can do this a number of times equal to your Wisdom modifier.

Show of Strength

At 3rd level your training in channeling your ki into your bodily prowess allows you to become innately skilled at physical activities. You gain proficiency and expertise in the Athletics skill if you don't alreay have it.

A Good Offense

Beginning at 3rd level, you can use the tension of your muscular body to help block off many of the attacks against you. Your "Unarmoured Defense" becomes, your AC equals 10 + half your Dexterity modifier + half your Strength modifier + your Wisdom modifier. The halved values are rounded up.

Special Moves

At 6th level, you are able to focus your ki into your arms and fists, granting you short spikes of unbeleivable fighting capabilities or raw strenght, at this risk of damaging your own body.

Full Force. Make the "Empowered Blast" attack on your turn. Before you roll to hit you can spend any number of ki points to increase the damage of your Empowered Blast by one Empowered Blast dice per ki point. You make this attack with advantage. If you spend more than half your monk level of ki points for this, you trigger "Limit Breaking".

Burst of Blows. Whenever you take the "Flurry of Blows" bonus action, until the end of your next turn you can repeat "Flurry of Blows" multiple times without costing a bonus action, but instead costing 3 ki points per "Flurry of Blows".

Charging Thrust. If you take the "Step of the Wind" bonus action, and move at least 20 feet straight toward a creature and then hit it with an unarmed attack on the same turn, that target must succeed on a Strength saving throw or be knocked prone.

Limit Breaking. If you use any of these Special Moves more than twice each per long rest you take 1d10 bludgeoning damage and a level of exhaustion each time.

Understanding of Gifts

Starting at 11th level you feel as if you finally have a grasp of the core of your strength, you only suffer Limit Breaking if you use any of the Special Moves more than twice each per short or long rest. Your Empowerd Blast damage dice is increased to 1d10. You gain immunity to being feared.

Surge Radius

At the end of a turn when you use a special move and spend more than 5 ki points, every creature within 10 feet of you must make a strength saving throw or be pushed back 10 feet.

Mastery of Heroics

At 17th level, your strength peaks beyond even your own conceptions. You can take an action to double or restore all of your ki points temporarily for a minute, at the end of this minute you lose all remaning ki points, you can do this once per short or long rest. If a friendly ally is able to be sensed within 30 ft of you, then you gain advantage on all saving throws.





Art by AhasiSuperDry