Monk
Base Class: Monk

Created and trained by the ancient worrier titan race,  these war forged are optimized for battle. Weapons are optional,  punches and kicks will do the job just fine. The trick is never to actually get hit. Their ability to foresee the tactics of the enemy and their incredible flexible and strong bodies are unmatched, even by the Titans. 

Reflex Disarming

When you use "Flurry of Blows", if you hit the enemy, you can force him to make a Strength Saving Throw or drop his weapon.

At level 10 if the enemy fails his saving throw by more than 5, he also becomes scared of you until the end of your next turn.

Unnatural Regenaration

At 6th level, you gain the ability to heal yourself. As a bonus action, you can spend 2 Ki points to regain hit points equal to three times your monk level. You can use this feature up to a number of times equal to your constitution modifier per long rest.

Insane Reactions

Beginning at 11th level, you are immune to surprise attacks and you may add your Dexterity Modifier to your Initiative.

You also may spend 1 Ki Point to gain one extra Reaction per Turn. (Can be used multiple times per turn)

Insane Nimbleness

Your body is packed with power and build to handle an abnormal amount of power. Your Maximum Dexterity Score increases to 22 at level 11, 

Insane Flexibility

Your Maximum Dexterity Score increases to 24 at level 17. 

Breaking the Spirit

At 17th level, completely break their spirit. When you hit a creature with an unarmed strike, you can spend 3 ki points to attempt to break their spirit, which lasts for a number of minutes equal to your monk level. When you use this action, the creature must make a Constitution saving throw. If it fails, it automatically fails all saving throws in the affected time. If it succeeds, it takes 8d12 necrotic damage.

You can have only one creature under the effect of this feature at a time. You can choose to end the effects without using an action.

Previous Versions

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2/21/2019 12:45:25 AM
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1
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