Monk
Base Class: Monk

You have trained under a powerful master who knows the sacred art of spinjitzu. To use this ability, you must channel your ki through your body and then spinning around rapidly. This causes the ki to surround you, and make you move faster and perceive the world around you faster. As you channel ki around you, you gain a connection to one of six elements. Later, you learn the mysterious art of Airjitzu. To fully harness Spinjitzu, one must come to balance with themself and accept themself, or else the balance of energy that allows for spinjitzu will be disrupted. Without balance, spinjitzu shall always fail. The tornado you create is a color of your choosing, and is usually the color of your ki.

Spinjitzu

At 3rd level, you gain the ability to focus your ki around yourself. This skill relies on you to balance your emotions in order to contain the ki. As a bonus action, you can jump up, kick back, whip around, and spin, and transform into your spinjitzu state. When you do so, you become a miniature tornado, and you spin so fast that you seem to blur. When you transform into this form, you gain the following benefits. Your senses are not impeded by this form.

  • The bonus to your movement speed from your unarmored movement doubles. In addition, you can make one more attack when you take the attack action on your turn. You can only make melee attacks while in this form.
  • You have advantage on dexterity checks and saving throws, and other effects that would lower your speed. You also have advantage on saving throws against being grappled or restrained.
  • You ignore nonmagical difficult terrain.

There are also a few weaknesses of this form, as shown below.

  • If your speed is reduced to 0, this form ends.
  • You cannot climb any surfaces.
  • You cannot make ranged attacks while in this form.
  • If you become charmed or frightened, the form ends.
  • If you die or are knocked unconscious, the form ends.

You can also end the form as a bonus action. You can use this feature a number of times equal to your wisdom modifier, before needing to take a long rest.

Elemental Connection

At 6th level, your focus on the art of Spinjitzu has allowed you to gain a connection to elemental power. There are six elements to choose from, though there are likely more that others can. The six elements are shown below, and their effects only apply while you are in the spinjitzu form. You can only choose one element, and cannot change it later.

  • Fire: By connecting with the element of power, you deal more damage. When you make an attack while in spinjitzu, you deal additional fire damage equal to your martial arts damage.
  • Earth: You have connected with the element of force, and knock others away. When you make an attack while in spinjitzu, the target must make a strength saving throw or be knocked back 10ft and be knocked prone. On a successful save, they are knocked back 5ft and not knocked prone.
  • Lighting: You have connected with the element of speed, and as such, can move and attack faster. While in spinjitzu, the speed increase becomes triple instead of double. You can also make 2 additional attacks instead of 1 when you take the attack action on your turn.
  • Ice: The element connected to you is the element of futility, and slow creatures down. When you hit a creature with an attack while spinjitzu, their speed is reduced by 10ft.
  • Water: By connecting with the element of fluidity, attacks against you find it hard to land. While in spinjitzu form, melee attacks made against you have disadvantage. When an attack hits you while in this form, you can use your reaction to cause the attack to hit another creature within 5ft of you.

Airjitzu

At 11th level, you have been given access to the technique called Airjitzu. This was created by a master of spinjitzu, and it is used to allow for flight. When you are in the spinjitzu form, you gain a flying speed equal to your walking speed. When this ability activates, you retain the benefits of the spinjitzu form, but the form changes. You are surrounded by a sphere of energy and a tail forms below it. It returns to normal spinjitzu form after landing again.

True Potential

At 17th level, you have accepted all of yourself, and have unlocked the blockage of the soul. Because of this, you have unlocked your true potential. Your true potential's effect depends on what your elemental connection is. You can activate your true potential as an action while in the spinjitzu form. When you do so, the form ends immediately. See below for the effect of your true potential.

  • Ice: You channel the power of the winter in a singular beam. You create a 60ft long line, and anything within 10ft of that line must make a dexterity saving throw, or take 10d8 cold damage on a failed save, or half on a successful on. Also on a failed save, the creature is restrained and incapacitated for one minute, as they are frozen in a block of ice. If they succeed, their speed is halved for one minute instead. A creature killed by this attack is turned to a statue made of ice.
  • Fire: You summon the heat of a volcano for a singular moment. You are surrounded by a sphere of fire, which you then launch at a spot within 120ft of you. Within a 60ft radius of the point, any creatures must make dexterity saving throws or take 12d8 fire damage on a successful save, or half as much on a failed save. Any flammable objects within that area not being worn or carried are reduced to ash. Any creatures who die from this damage are also reduced to ash.
  • Earth: This world is your domain! You slam the ground with a fist, and cause a massive upheaval of the ground. Every creature within a 60ft around you must make a strength saving throw. On a failed save, they take 10d8 force damage, or half on a successful save. Any creature that fails is also knocked back 15ft away from you and knocked prone. If the target succeeds, they are only pushed back 10ft and not knocked prone.
  • Lightning: Your movement has become fast as lightning. Choose five creatures as targets, and then choose a point in space within 60ft of you. All targets must make a constitution saving throw or take 10d8 lightning damage, or half on a successful save.
  • Water: The oceans are on your side. All creatures within 5ft of you must make a dexterity saving throw, or be knocked prone. On a successful save, they are not knocked prone. Once that happens, you cause a massive wave to form. The wave travels 60ft in one direction of your choice. Every creature in that path must make dexterity saving throws or take 10d8 cold damage and be pushed with the wave. On a successful save, they take half damage, and are not moved.

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