Base Class: Monk
You learn from a monstastic tradition passed down through generations. A talent, that with each new bearer, becomes even stronger than the last. Unleash mighty punches that will sunder the world or take advantage over any form of combat. Though be wary of the damage it may cause upon your body.
Rush of Strength
Starting when you choose this tradition at 3rd level, your body adapts to its new power and evolves. During combat, when you take damage from a creature, you may choose to gain an adrenaline die. You can expend these dice to deal additional damage when you take the attack action or reroll a Strength or Dexterity save. Adrenaline dice fade away after combat ends. While you have at least 1 adrenaline die, you cannot be healed by magical means. You must finish a short or long rest before you can gather adrenaline dice again.
| Monk Level | Adrenaline Dice | Dice Maximum |
| 3rd | d4 | 4 |
| 6th | d6 | 4 |
| 11th | d8 | 6 |
| 17th | d10 | 6 |
Powerful Smash
At 6th level, you learn to release tremendous energy into your strikes, despite risk of bodily harm to your own self. When you hit a creature with an unarmed strike, you may spend ki points to deal additional force damage equal to your unarmed strike dice. For every ki point spent the creature is knocked back 5 feet + 5 feet per ki point spent. For every 2 ki points spent, you take damage equal to your unarmed strike die.
Surging Adrenaline
Upon reaching 11th level, you learn to release your true strength for a short amount of time. On your turn, you may spend 3 ki points to activate this ability as a bonus action. During this time you gain adrenaline dice equal to your adrenaline dice maximum and you may take one additional action on top of your regular action. Once you use this ability, you must finish a long rest before you can use this feature again.
Perfect Vessel
At 17th level when you use the Powerful Smash ability as an action, you no longer take damage from spending additional ki points.
Unseal the Gates
At 17th level you have become the pinnacle of power. Following an unarmed strike on a creature, you may spend 5 ki points to unleash your ultimate attack. The targeted creature must make a Constitution save of be reduced to 0 hit points. On a success, they instead take 10d12 points of damage and are knocked backwards 20 feet. Additionally, all targets within a 20 foot cone must make a Strength saving throw or take 5d12 damage and be knocked backwards 20 feet. When you use this ability, you take 5d6 points of damage and the empowered limb is considered broken.
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Posted Sep 7, 2019This is a slightly modified version of this subclass where just the names are different.