Way of Perfect Form

Monks of the way of perfect form believe that while power of ki is great, it is nothing compared to the power of practice. Through rigorous and repetitive training martial prowess is drilled into their very being, every movement a work of art. Fear not the man who has practiced a thousand strikes once, but the man who has practices one strike a thousand times.

Bonus Proficiency

At 3rd level your years of training have made your body strong and capable. You gain proficiency in athletics or acrobatics. If you are already proficient in both skills, you gain proficiency in a skill of your choice.

Combat Techniques

Also at 3rd level you special combat techniques represented by 4 technique dice (d6). You may choose 3 techniques from the “manoeuvres” section of the player’s handbook; however you may also choose from five extra options available only to monks of the way of perfect form. Any manoeuvre that requires a melee weapon attack can be performed through the use of an unarmed strike for you. You learn two additional techniques of your choice at 6th, 11th and 17th level, and each time you learn a new technique you may replace one of your known techniques with a different one.

Technique Dice

You have four technique dice, which are d6s. A technique dice is expended when you use it. You regain all expended technique dice when you finish a short or long rest.

Saving Throws

Some techniques require the target to make a saving throw. The DC for these saving throws equals 8 + your proficiency bonus + your wisdom modifier.

Conditioning

At 6th level, you have conditioned your body to resist pain and injury. When you take the dodge or dash action on your turn you gain temporary hit points equal to your monk level + your wisdom modifier. These hitpoints last until the beginning of your next turn.

Improved Technique

At 11th level, your dedication has paid off. Your technique dice become d8s and you gain expertise in athletics or acrobatics, provided you are already proficient with the chosen skill.

Masterful Technique

At 17th level you have perfected your art. Your technique dice become d10s. Furthermore you may expend 2 ki points to regain an expended technique die as a bonus action.

Expanded Techniques

These techniques are available to monks of the way of perfect form in addition to those found in the manoeuvre section of the Player’s Handbook.

Wrist Grab

When a creature no more than one size larger than you misses you with a melee attack, you can expend one technique dice to attempt to grapple them as a reaction. When you do so, add your technique dice to the roll.

Pain Compliance

As an action while grappling a creature you may expend one technique dice and attempt to use pain to subdue the creature you are grappling. Roll another grapple check, if you succeed then both you and the target are restrained until you choose to let go. When you take this action, roll your technique dice and deal the number rolled as bludgeoning damage to the grappled creature.

Two Finger Strike

When you hit a creature with an unarmed strike, you may expend one technique dice to strike it in the eyes, temporarily blinding it. You add the technique die to the attack’s damage roll, and if the target has eyes it must make a dexterity saving throw or become blinded until the end of your next turn. If the creature has 1 functional eye it has disadvantage on the saving throw. If it has 3 or 4 functional eyes it has advantage, and if it has 5 or more it automatically succeeds.

Knife Hand Strike

When you hit a creature with an unarmed strike, you may expend one technique dice to strike it in the throat preventing it from speaking. You add the technique die to the attack’s damage roll and the target must make a constitution saving throw or be rendered mute until the start of your next turn. A mute creature cannot speak or vocalise any sound from its mouth. If the creature has multiple heads it automatically succeeds on its saving throw.

Thunderclap Hands

When you hit a creature with an unarmed strike, you may expend one technique dice to clap it on the ears with both hands, temporarily deafening it. You add the technique die to the attack’s damage roll and the target must make a constitution saving throw or be deafened until the end of your next turn. A creature automatically succeeds on this save if they have more than 2 ears, or none at all.