Monk
Base Class: Monk

Jump higher, reach for foes, and reach distances, and surpass the very limits of your own body.

An extension of one's self

Starting when you choose this tradition at 3rd level, you under go extreme body modifications, replacing your limbs such as your arms and legs with prognostics infused with magic and supported by science. you gain the following features. 

  • As an attack action you can extend your new arms like a ball and chain and punch an enemy within 10 feet of you
  • Your attacks with your fists deal (your martial arts damage die + dexterity/strength modifier+ 1d4) bludgeoning damage
  • When not in combat your hand may extend from your arm a maximum of 15 feet
  • Your new legs give you an additional 10 feet of movement speed

Raptor Boost

Your new legs give you the ability to jump longer, and higher distances.

  • When you make a high jump, you leap into the air a number of feet equal to 10 + your Strength modifier if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance.
  • When you make a long jump, you cover a number of feet up to your Strength score +5 if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance.
  • kicks from your character push targets 10 feet if they fail a strength save (DC=proficiency bonus+ 8+ Strength modifier)

Devastating Counter

When attacked by an enemy you can use your reaction to sneak a punch before the enemy's hit lands, If you manage to hit the enemy the attack that you reacted to is nullified. If the enemy has more than one attack you can only react to the first attack towards yourself. you can only do this once per reaction.

Execute the Frail

At 17th level, you gain the ability to set up a lethal attack into someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to deliver a deadly blow. The attack's impact can create a hemorrhaging  hole on impact, opening  a wound on the target. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 9d10  force damage, and the target is unable to heal for the next 3 rounds.

 

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