Base Class: Monk
You have trained to use the volatile nature of the universe to unleash stunning strikes more powerful than any one has thought possible.
Powerful Punches
At 3 level, each time you roll a nat 20 you gain a power charge. Additionally, you can also spend 3 Ki points to gain 1 power Charge, but can only have a maximum charge pool up to your Monk level.
You can spend 1 power charge to either, gain 2 Ki points (up to Ki point maximum, without overflow) or add 1 bludgeoning damage to an unarmed punch attack.
Unphasable
At 6 level, once an enemy lands a hit on you, roll a d8 + DEX or WIS. If your total roll is higher than the enemy’s damage roll, you become resistant to the damage type being used against you until the end of the enemy’s current turn. If you fail, you take 5 more damage of the same type.
In addition, if someone, or something moves you without consent, you only move half as you would have been moved, rounded down to the nearest 5’.
at later levels, you increase the amount of dice used to block damage: at 10th you get 2d8, at 14th 4d8, at 18th 8d8.
The Flowing Fist
At 11 level, you can use 6 charges to gain an automatic nat 20 on your next unarmed punch attack, that does Not count towards gaining more charges.
The One Punch
At 17 level, on any nat 20 you get with an unarmed punch attack, you can use both Charges and Ki points to add True damage independently of the damage dealt by the critical hit. Each charge adds 1 true damage, and every 2 Ki points adds 1 True damage. The final hit may look something like this equation:
2(dmg dice) + STR/DEX mod + True damage
True damage is a damage type used by DMs if they get angry and take a few hit points off for no reason, and thus this damage type has no resistances or immunities.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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7/27/2022 9:44:07 PM
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78
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13
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1.0
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Coming Soon
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