Monastic Tradition - Way of the Sealing Fist

Monks who follow the way of the Sealing Fist are dedicated to keeping the realm clear of threats both magical and mystical. To do so, they hone their senses to be able to pinpoint with keen accuracy the weakpoints in an opponent's defences and undermine them. Their strikes slowly wear away at their opponent's capabilities, allowing their allies to finish them off - or at the greater apex of their powers even allow them to seal an enemy's very existence by banishing it from the plane or imprisoning it beneath the earth.

Ki Sense

From 3rd level you learn how to project your ki to sense the pathways of life and magic in other creatures. By seeing the way the weave moves through them, you can strike certain points, attacking their inner self instead of just the flesh, blood and bone.

To do so, you must spend 1 ki as an action. The duration on this is unlimited, until you die, but while you have it active you cannot recover the ki spent on it. While active you gain the following benefits:

  • You cannot be surprised, and add your Wisdom modifier to your Initiative rolls.
  • Your unarmed strikes deal force damage if you so choose.
  • When you take the Attack action, your unarmed strikes deal 1d8 damage, unless this would be higher due to your martial arts feature.

Purge Magic

Though it requires time, you have learned how to purge magic from the area. From 3rd level as a 10 minute ritual you can cast Dispel Magic. This feature refreshes on a short or long rest.

Seal Strikes

From 6th level your ki sense heightens, and allows you to strike certain points on an opponent's body to temporarily hinder their abilities. Once per turn when you damage a creature with your unarmed strikes, you can apply one of the following effects to that creature:-

  • Seal Legs: The target's movement speeds that use legs are reduced by half.
  • Seal Arms: The target's next attack roll using their arms is made with disadvantage. If the target casts a spell with a Somatic component they must make a Constitution saving throw. If they fail then the spell fails, the action spent is wasted, but they retain the spellslot (if any).
  • Seal Eyes: The target cannot take reactions and they have disadvantage on perception checks.
  • Seal Mouth: The target's next attack roll using their mouth is made with disadvantage. The target cannot speak. If they try to cast a spell with a Verbal component they must make a Constitution saving throw. If they fail then the spell fails, the action spent is wasted, but they retain the spellslot (if any).

Seal Strikes effects last until the end of the target's next turn. Ki Sense must be active to use Sealing Strikes, and it can be used a number of times equal to your Wisdom modifier, refreshing on a short rest.

Gentle Fingers

At 6th level you gain proficiency in Sleight of Hand. If you already had this you instead gain proficiency in one monk skill of your choice.

Enhanced Stunning Strikes

From 11th level when a creature fails its save against your Stunning Strike, you can choose to enhance it in one of two ways by expending additional ki.

  • You can expend 1 additional ki to seal their Abilities. They cannot use any special abilities including, but not limited to, spellcasting, dragon's breath, a lich's paralyzing gaze, a mindflayer's mindblast, or similar. They will generally be limited to 'basic' actions such as dodging, dashing, attacking (including multi-attack or extra attacks), and hiding. This lasts for 1 round after your stun expires.
  • You can spend 2 additional ki to Banish the creature, as the Banishment spell, without providing any components. You must concentrate on this effect.

Protective Domain

From 11th level you learn how to cast the Hallow spell. By expending 10 ki, you can cast Hallow without requiring a material component. Doing so drains you however, and you can only do this once per week.

Imprisoning Strike

From 17th level your sealing abilities reach their pinnacle. When you damage a creature with your unarmed strikes, you can swiftly apply an imprisoning seal to their body, provoking a constitution saving throw. If they fail this save, they are Restrained. At the end of their next turn they muts make a further constitution saving throw. Should they succeed, the Restrain ends. If they fail, they are Imprisoned, as the Imprisonment spell using the Burial option. You do not need to provide a material component for this.

Imprisoning Strike can be used once, refreshing on a long rest. At 20th level, it can be used twice, refreshing on a long rest.