Way of the Impulse in Agora | World Anvil

Way of the Impulse

Monasteries and their keepers often teach its students the importance of focus and technique when implementing their defensive arts. However their are also nomadic practitioners who rebuke these teachings.   Such wanderers assert that the absence of awareness, the lack of formula is equally as potent when defending against unknown assailants. Instinct grants you freedom from expectation, single mindedness, analytical opposition.
Monk Level Features
3rd Peculiar Armament, Trained Spontaneity
6th Reactive Awareness, Instinctive Strikes (1)
11th Master of Impulse, Instinctive Strikes (2)
17th The Unexpected

Peculiar Armament

Upon taking this path at 3rd level, danger requires you to be inventive. You are proficient with improvised weapons. When you pick up an object as an improvised weapon, that object becomes a monk weapon for 1 minute.   Additionally, once per turn, you can add your Martial Arts Die to the attack roll of an improvised weapon.  

Trained Spontaneity

Upon taking this path at 3rd level, tenacity and unpredictability are key to surpasses the conventional. You gain access to the following list of Combat Impulses. At the end of a short or long rest, you can choose which Combat Impulses to prepare. You can only prepare two Combat Impulses at once.   At later levels, you can choose more impulses at once. You can prepare one additional Combat Impulse at 6th level, two at 11th level, and three at 17th level.  

Reactive Awareness

At 6th level, your absence of focus allows your body to reflexively avoid danger. Creatures that surprise you do not have advantage.  

Instinctive Strikes

At 6th level, your reflexes are sharper when you are not controlling the pace of a fight. You gain additional reactions per round depending on your level. You have two reaction per round at 6th level, three reactions per round at 11th level.  

Master of Impulse

At 11th level, you able to incorporate your immediate arsenal into your improvised strikes. When one of your Combat Impulses allows you to make an unarmed strike, you can choose to instead attack with an improvised weapon.   Additionally, when you make an attack with an improvised weapon as a reaction, you can add your Martial Arts Die to the damage roll.  

The Unexpected

At 17th level, you experience a rush to your reflexes when in dire straights. You can use an action to regain a number of ki points equal to your Wisdom modifier. You cannot use this feature again until you complete a long rest.  

Combat Impulses

The following list details all of the techniques developed solely through experience:   Binding Viper. When a melee weapon attack is made against you, you can expend 2 ki point as a reaction to force a grapple check against the attacking creature. Creatures that are one or more sizes larger than you have advantage. This feature takes place after the result of the triggering attack.   Chain Breaker. When a creature attempts to grapple you, expend 2 ki point as a reaction to gain advantage on your contesting ability check.   Flashwire. When a creature enters a space within 5 ft of you, you can expend 1 ki point as a reaction to force that creature to make a Dexterity saving throw against your Ki Save DC. On a failure, the creature is knocked prone.   Fumble. When a melee weapon attack is made against you, you can expend 1 ki point as a reaction to throw the attacking creature off balance. The attacking creature must make a Strength saving throw against your Ki Save DC. On a failure, you shove the attacking creature in a direction of your choice. The distance the creature is thrown is equal to your Strength ability score.   Keep Away. When a creature enters a space 5ft from you, you can expend 1 ki point as a reaction to move 10ft from the creature without provoking an attack of opportunity.   Punish. When a creature misses a melee weapon attack against you, you can expend 1 ki point as a reaction to make an unarmed strike against the attacking creature.   Recompense. When you are hit by a melee weapon attack, you can expend 1 ki point as a reaction to make an unarmed strike against the attacking creature.   Swiping Hands. When a melee weapon attack misses against you, you can expend 3 ki points as a reaction to force the attacking creature to make a Strength saving throw against your Ki Save DC. On a failure, you take the weapon from your opponent. If you are not proficient in the weapon, and it is not Heavy or two-handed, you can treat it as an improvised weapon.   Tumbling Dash. When you fall 10ft. or more, you can expend 1 ki point as a reaction to move up to half your speed in a single direction before you fall prone. You can choose to expend an additional ki point to not fall prone.   Wakeup. When you are knocked prone, you can expend 2 ki points as a reaction. You stand up from prone and make one unarmed strike or shove action. After using this feature, your speed is reduced by 20ft until the end of your next turn.   Wild Swipe. When you are attacked with a melee weapon, you can expend 3 ki points as a reaction. The attacking creature must make a Strength saving throw against your Ki Save DC. On a failure, they are disarmed. The weapon is thrown a number of feet equal to your Strength Ability Score.