Monk
Base Class: Monk

As a monk you have not center yourself on a single way of figthing but rather sees every style as a different form of the same principles. The thousand a forms cover all aspect of combats like agression, reaction, protection and peace and as such you has mastered the art of changing your combat to suite your needs and the needs of those who you wish to protect.

The monks who practices this art understand the ever changing nature of the world around them and wish to flow with it, as such you have learn to adapt to all kind of different situations and you also learn to let go yours attachment to the past

The 3 forms of Dragons

Starting at level 3th you learn to change your figthing stances to suite your needs. The first three forms you learn are the form of the 3 dragons, the blue dragon, the red dragon, the green dragon. Changing forms make you loose the abilities of such form while gaining the ones of the form you are going to, as a bonus action you change your form once per turn.

Blue Dragon, the form of the sea serpent: When you use this form you move from offense to deffenses without resistance, if an enemy attack fails agaisnt you, you can perform an attack against that enemy but he only receives half the damage. If an attack succed against you, you can deflect the attack if you surpass the hit dice with your own hit dice, deflecting the attack acts if the attack originally missed and as such your oponet doesnt get any benefits from that attack, you can do deflec t an attack once per round.

Green dragon, the form of the turtle: When you use this form your defense is impenetrable and rock solid, while in this form when you receive a succesfull attack you may roll an attack roll using the weapon your currently wielding, reduce the damage you receive by the same amount of your attack roll and you reduce the damage of any creature you want that is at least at your speed distance, you also don´t take damage form attacks involving saving throws if you succed them. While in this form you have dissavantage on all attack rolls.

Red Dragon, the form of the phoenix: When you use this form your attacks become fierceful, fast and powerfull, while in this form when you attack an oponent and fail the hit roll you still deals halve the damage of your attack roll. When you succesfully hits your oponent he must make a constitution saving throw  equals to 10 + your dexterity modifiers or your next attack will have advantage. While in this form any attack coming to you has advanatge and you have disavantage on saving throws involving attacks.

The 3 forms of Ki

Starting at level 6th you learn to change your figthing stances to use your Ki in all kind of diferent ways. The next three forms you learn are the form of the Ki, the death, the arcane, the life. Changing forms make you loose the abilities of such form while gaining the ones of the form you are going to, as a bonus action you change your form once per turn. To use this 3 new forms you must use a ki point each time you change into them 

The death, the form of assasination: When you use this form you change your own ki to help you kill your enemies, while in this form you gain perception of your enemies througth their ki, therefore any obstruction to your senses will not affect your perception of them, adittionally you focus entireley on kill your oponent, as such when you get hit you can choose to damage your oponent with an attack, your AC also lowers by 5. When hitting an enemy you can use a ki point to roll a dex check (DC 15), if you succed the attack is double (if criticall, the attack is multiplied by 4) and it deals damage only to the non temporal life of your oponent, also your next attack will always hit. At the end of the turn if the enemies is still alive, it must make a con savingt throw or take 1d12 necrotic damage.

The arcane, the form of spellcasting: When you use this form you change your own ki to help you against the arcane, while in this form you gain perception on any arcanic effect in range that you can see, you only know what effects are in place but you dont know what spell or magic put them there, who or how do they work. You can use your Ki to control those effects, when you make a spell saving throw you can use a ki point to either succed that saving throw and receive no effect of that spell or attempt to return that spell, to do so you must do a wis check (DC 10 + spell level). Finally you have advantage against spells saving throws.

The life: the form of vitality: When you use this form you change your own ki to control your enemies ki in a very powerfull way, when changin to this form you must stay inmobile in a combat pose, in doing so you concentrated on your enemies and dangers, you cant take actions while in this form. As a reaction to any action you can use a ki point to atack with an unarmed strike an enemy, you have advantage on that attack, if the enemies you are reacting is far from you, you can move using your movement speed, when you hit with this attack your enemies turn ends and your oponent cant take reactions this turn, also its prone and must make a con saving throw (DC 13) looses his next turn. After performing this attack you can change to any form you want as a bonus action without the cost of that form, getting hit while in this form without reacting also ends this form.

The 3 forms of mind

Starting at level 11th you learn to change your mind to help you in your current task. this three forms are Observation, Information and positioning.  Changing forms make you loose the abilities of such form while gaining the ones of the form you are going to, as a bonus action you change your form once per turn. To use this 3 forms you must first do a wis check (DC 12).

Observation, the form of the senses: While in this form your own senses perceive far more than what they normally do, you gain information on your enemies that allows you to react to them, when an enemy does any action you can see it before it happens, you have advantage on saving throws and your oponent disadvantage on attacks to you. you cant be surprised and allways know where and what are your enemies doing but you loss your other senses such as hearing or smelling. You can use one ki point to change from this position to any other position without using your change bonus action.

Information, the form of the great mind: While in this form your mind is able of great thinking giving you information on any small detail you can get, upon seeing your enemie for the first time you can learn their vitality (health), their strength and weakness (stats) or their purpose. When any oponent you can perceive performs an action, you can make a wisdom check (DC 10) to know everything about that action. You can use one ki point to change from this position to any other position without using your change bonus action.

Positioning: the form of movement: While in this form your mind focus on the movements of you, your allies and your oponent giving you an insigth on how to  figth this battle, whenever you attack or get attacked you can change your movement to help you on that action, atacks will always be critical if they hit and any attack or spell coming to you will always fail, however you can not keep yourself on this form as it tires your body, you can only stay on this form a number of turns equall to your con modifier, afther you change to any form you want as a bonus action ignoring their cost and you cant go back to this form until your next battle, also you take one level og exhaustion. You can use one ki point to change from this position to any other position without using your change bonus action.

The last forms of Perfect soul

Starting at level 17th you have become a perfect soul. Perfect souls are entities whose understanding of this world has gone beyond what you can feel, perfect souls dont change their personalities nor thier own opinions but instead understand their own self to a point of peace with one self. the forms of perfect souls are 3, Agression, Compassion, Protection. You cant go back to be an imperfect soul and as such you can not loose this properties, instead the 3 forms change between themselve and with their own bonus action and this properties are active alongside other forms 

Agression: While in this form your soul is ready to become agressive to an entity for your own reasons, once your conection with your soul is ready you are no longer attach to the phisical world the same way, with no fear, no pain, no axiety, your own agressivness will become perfect. In this form you gain true damage on your oponent, any attack will do 2d6 radiant extra to the real life of the creature damage on failure or success, also all attacks will add one soul charge to an enemy.

Compassion: While in this form your soul understand the fears and preocupations of creatures alongside you, compassion can manifest in many diferent forms and can help or damage creatures. In this form any creature you want that you interact with becomes purified and any efect or states afecting them are erradicated, also whenerver you are 5ft or less from an creature you want, that creature receive  one soul charge and is healed 1d12, if you are 5ft from an enemy that enemy also get one soul charge, this effects happens as soon as you get into the 5ft radius and repeat themeselves if you start your turn at 5ft from the creatures.

Protection: While in this form your soul only desire is to protect someone or something, as such any treat to that creature or thing will be the target of your wrath. In this form all atacks made to creatures or onjects of your shoice must also pass your AC as a different hit, you also have advantage on all checks involving helping your allies and you can decide to take on the damage a creature receive instead of them. Whenever you succesfully avoid an attack, help a creature or take the damage to a creature, you add one soul charge to both that creature and the enemie that attacked or affected it.

Soul charges: Once a creature reach a total of 3 soul charges you can impose one of these effects over them as a bonus action on your turn:

  • The creature receives 10d6 radiant true damage to the real life of the creature. 
  • The creature receives 5d6 + 10 hit points and 30 temporal hit points. 
  • The creature can attack a certain creature for 3 of their turns or the creature can receive damage from a certain type of creature. 

 

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