--- source: Kobold Presshttps://koboldpress.com/play-these-exclusive-tales-of-the-valiant-subclasses-for-fighter-and-monk/ --- ![[assets/afd77a0b7734f1eb386d9ec93a61cd1e_MD5.jpg|246x347]] Some monks train their bodies, minds, and spirits to recognize the streams of mystic energy that flow through the earth and all living things. Some call it a type of intuitive geomancy, but the monks dedicated to the way of the mystic flow tap into this energy to perform incredible physical feats. They can alter and disrupt this flow through movement and strikes, inflicting debilitating conditions or removing them, or tapping their own internal flow to provide uncanny boosts to their own beings. # Flow Point Strike _3rd-Level Mystic Flow Feature_ You can disrupt the flow of a creature’s energy. When you hit a creature with one of the attacks granted by your Flurry of Blows technique, you can impose one of the following effects on that target. - It can’t take reactions until the end of its next turn. - Its movement is reduced by half until the end of your next turn. - It has disadvantage on either sight or hearing-based **WIS** (Perception) checks until the end of your next turn. # Restore the Flow _3rd-Level Mystic Flow Feature_ You can touch a creature to adjust its energy flow and mend ailments. As an action, you can spend 1 technique point and touch a creature, restoring a number of hit points equal to your martial arts die + your **WIS** modifier + your **PB**. When you use Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a technique point. At 7th level, when you use this feature, you can also remove one disease or condition from the target, as the _restoration_ spell. # Tap the Earth’s Flow _7th-Level Mystic Flow Feature_ You spend 1 technique point to attune your flow to that of the earth beneath you, allowing you to use one of the following abilities. - **Anchor.** You tie your energy to that of the earth beneath, anchoring you in place. When you are targeted by an effect that would knock you prone or move you, you can use this ability as a reaction, making you immune to the prone condition or to any unintentional movement until the start of your next turn. If you are grappled by a creature, it cannot move on its turn unless it releases you. While this version of this feature is active, your movement is reduced to 0 feet. - **Repel.** Your energy is repelled by that of the earth. As a bonus action, you can enact this feature, quadrupling your maximum jumping distance until the start of your next turn. While this version of the feature is active, you have disadvantage on saves against any effect that would knock you prone or move you. # Improved Flow Point Strikes _11th-Level Mystic Flow Feature_ Your ability to disrupt the natural flow of a creature’s energy has increased. When you hit a creature with one of the attacks granted by your Flurry of Blows technique, you can spend 1 technique point to impose one of the following effects on that target. - It is incapacitated until the start of your next turn. - It is restrained until the start of your next turn. - It is blinded or deafened until the start of your next turn. # Stop the Flow _15th-Level Mystic Flow Feature_ As an action, you can make a single unarmed strike against a creature. On a hit, you can spend 5 technique points to break the creature’s connection to the mystic flow. A creature that is not Undead must make a **CON** save, taking 10d10 necrotic damage on a failed save or half as much damage on a successful one. This damage ignores temporary hit points, and is always taken off the creature’s actual hit points. When you reduce a creature to 0 HP with this feature, it dies. If the creature has some form of regeneration or rejuvenation trait that allows it to return to life after dying, that trait ceases to function unless its description says it can only be prevented by a _wish_. _Raise dead_, _revivify_, and similar magic can’t restore a creature to life that has been killed by this ability. A creature that survives the damage has its flow disrupted. It cannot regain hit points by resting and only receives half the hit points normally restored by healing magic. This condition persists until a _greater restoration_ is cast on the creature.