Twenty Hands
Starting when you choose this tradition at 3rd level, you can quickly throw out twenty strikes. You gain the ability to take an action called Twenty Hands. When you take this action, choose a creature within 5 feet of you and roll 1d20. The creature takes the result in bludgeoning, slashing, or piercing damage, as you can vary your blows at a fantastical speed.
Twenty Hands is considered an attack for the purposes of resistances and immunities. At 5th level, you can add your martial arts die to the 1d20 for Twenty Hands and can spend
1 ki to attempt a stunning strike against a creature you damage with Twenty Hands. At 6th level, it counts as magical
Ungiving Resolve
At 6th level, when you fail an Intelligence, Wisdom, or Charisma saving throw, you can spend 1 ki point to reroll it and take the second result. At 14th level, you can reroll one of those saves without requiring any ki, taking the second result.
Forty Hands
At 11th level, you can spend 1 ki point to take the Twenty Hands action as a bonus action.
One Hundred Hands
At 17th level, you've perfectly accomplished your aim. When you take the Twenty Hands action, you can spend 3 ki to roll 1d100 instead of 1d20+ your martial arts die.
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