Warrior of the Open Hand

Warriors of the Open Hand are masters of unarmed combat and martial arts. They learn techniques to push and trip their opponents, as well as manipulate their own energy to protect themselves from harm.

Open Hand Technique

At 3rd level, whenever you hit a creature with the extra bonus action unarmed strike granted to you by Flurry of Blows, you can impose one of the following effects on it:

If you declare that you are going to use Flurry of Blows before you make your first unarmed strike as a bonus action, you may also impose one of the effects on it as well.

Manifestation of Discipline

At 6th level, you have learned to affect your opponents physiology with your unarmed strikes. When you make an unarmed strike as part of the attack action, you can add an extra d6 to the damage roll. This extra damage type is either psychic, force, or necrotic, your choice for each attack.

Resonance

At 11th level, you have learned to strike your targets in a specific way that causes vibrations to ripple through a creatures organs. When you hit a creature with an unarmed strike and deal the extra damage from the Manifestation of Discipline ability, you can cause imperceptible vibrations to start in them, which lasts for 1 minute.

When you hit a creature that has these vibrations with an unarmed strike, you can spend 1 discipline point to have the vibrations violently erupt, damaging the creature and any surrounding creatures. The creature with the vibrations and any other creature (besides you) within 5 feet must make a dexterity save or suffer force damage equal to 2 rolls of your martial arts die, or half on a successful save.

Quivering Palm

At 17th level, you can make your resonance especially deadly. When you hit a creature with an unarmed strike and deal the extra damage from the Manifestation of Discipline ability, you can cause extra lethal imperceptible vibrations to start in them. This extra lethal vibration can last for up to a number of days equal to your monk level.

As an action, you can spend 4 discipline points to end these vibrations. The target must be on the same plane of existence as you. The target must make a constitution saving throw, taking 10d10 + your monk level of force damage on a failed save, or half as much on a successful save.

You can only have one creature under effect of these extra lethal vibrations at a time. You can end these vibrations harmlessly without spending an action.