Monk
Base Class: Monk

Your sheer dedication to mastering both mind and body has driven you to having what some would call superhuman abilities- and they'd be right. As you grow in this class, you will resemble a perfect picture of training, focus, and mastery over oneself. 

Well Trained Body

Afterimage: Whenever you take the dodge action or patient defence bonus action, and an opponent misses with a melee attack, you can spend one ki point to either make an attack roll or move up to 5ft from the target attacking you without evoking an attack of opportunity.

High speed: Whenever you take the dash or disengage action, you can move up to extra 10ft. You regain use of this feature after spending a turn without using either of these actions.

Turtle Destruction Wave

During your turn, you can use your action to shoot a wave of force 60ft long and 5 ft wide in a direction you choose. While using this feature you are considered restrained till the start of your next turn. Each creature in the line must make a dexterity saving throw against your spell save DC or take 2d6 force damage on a failed save or half as much on a successful one. You can spend one additional ki point to add 2d6 to the damage total, up to a maximum of 8d6 total damage. 

Turtle Wave: You may use this action and not gain the restrained condition for 1 extra ki point, but you may not add dice to the total damage.

Turtle Explosion: This version turns the line into a 10ft radius explosion somewhere you can see within 60ft of you. This costs 1 extra ki point.

Maximum Power: This version of the Turtle Destruction Wave can be charged. The base power starts at 4d6 and each subsequent turn 1d6 is added to the total, and you have the option to release the Wave at the end of your turn. You may charge this an equal number of rounds to your monk level. If you are hit while charging this Wave, you will need to make a constitution saving throw. The DC is equal to 10 or half damage taken. This technique costs 2 ki points.

Blazing Combat

Trading Blows: Whenever an opponent hits with a melee attack, you may try to negate it. As a reaction, you may roll your martial arts die + your Dexterity modifier + your monk level and reduce the damage total by that number. If you reduce the damage number to 0 you may make a melee attack roll as part of the same reaction against the target.

Extreme Speed: When you take the Dash, Disengage action or Step of the Wind bonus action, you may spend 1 ki point to move an additional amount of movement equal to half your unarmoured movement.

Body and Soul

Afterimage Strike: Whenever you take the dodge action or patient defence bonus action and an opponent misses with an attack, you may spend 2 ki points to make one melee attack and move up to half your movement speed.

Ki Sense: You can sense the flows of life coming from living entities. Up to 10ft from you, you can sense any creature that is not undead or a construct. You may spend additional ki points to expand your radius by 10ft for every ki point spent, this benefit lasts till the start of your next turn.

Max Power Form

You can use a bonus action to activate this form, which lasts for 1 minute, and you gain the following benefits:

  • You gain the benefits of Enlargement as from the Enlarge/Reduce spell, withstanding the size increase.
  • You may make 3 attacks as part of the attack action, and one of them may be used for a base level Turtle Destruction Wave without expending ki points, and you aren't affected by the restrained condition.
  • You gain a flying speed equal to your unarmoured movement.
  • You gain an extra 2d6 damage on all your Turtle Destruction Waves.
  • You gain resistance to Bludgeoning, Piercing, Slashing and Force damage.

This can be used once a day, and recharges at dawn.

Previous Versions

Name Date Modified Views Adds Version Actions
10/29/2021 10:49:13 PM
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