Base Class: Monk
A monastic tradition focusing on using the fluffiness of certain races' fur to the monk's advantage.
Way of the Fluff
Taking up this monastic tradition, you train in the way of the fluff, learning to use your fluffiness to your advantage. You gain Fluff Charges equal to your proficiency bonus, and regain all spent charges on a short rest. In addition, you gain the following feature:
-Static Fluff
Your fluff can add static shocks to your melee attacks. By spending a Fluff charge, you can add 1 martial arts die of lightning damage to your melee attacks. This effect lasts for a number of rounds equal to 1 + your Wisdom modifier (Minimum of 1).
Warm Fluff
Your fluff can keep you warm. You ignore the need to wear winter clothing in cold climates and extreme cold temperatures.
Fluff Ball
As a reaction, when you are hit with an attack, breath, effect or spell that deals damage to you, you can cause your fluff to puff out, causing you to take half the damage you had originally taken from a single instance of damage.
Fluff Ball
As a reaction, when you are hit with an attack, breath, effect or spell that deals damage to you, you can cause your fluff to puff out, causing you to take half the damage you had originally taken from a single instance of damage.
Static Absorb/Release
Your fluff can now absorb a partial amount of any lightning damage you take. When you gain this feature, you gain resistance to lightning damage, and any time you take lightning damage you gain a Static Charge, of which you can hold a max of three of at a time. You can use these static charges in 3 ways:
1 Static Charge:
You can spend 1 Static Charge to give your attacks a bonus lightning damage equal to your proficiency bonus until the end of your next turn.
2 Static Charges:
When you hit a target with a melee attack, you can spend 2 static charges to cause the target and creatures within 5ft of your choice to make a Constitution saving throw of 8 + your proficiency bonus + your Wisdom modifier. Upon a failure, they are paralyzed till the end of your next turn.
3 Static charges:
You can release a powerful blast of lightning gathered by your fluff, by spending three Static Charges. Choose a point within 100 ft, and create a burst of energy in a 30 ft radius sphere. Anything in that sphere needs to pass a Dexterity saving throw of 8 + your proficiency bonus + your Wisdom modifier, taking 8d6 lightning damage, half as much on a success.
Fluff Mastery
At 17th level, you have mastered using your fluff’s capabilities. As a bonus action, you can activate one of the following options, switch between the two options, or end the effects of the following options:
Fluff Burst:
Your fluff expands, adding half your proficiency bonus to your AC, but your speed is halved, and checks and saves using Dexterity are at dis. When you are hit by a melee attack, you can spend a reaction to spend a Fluff Charge and roll two martial arts dice, the attacker takes lightning damage equal to the number rolled.
Fluff Redux:
Your fluff shrinks, cutting down your AC by half your proficiency bonus, but your speed is doubled, and you have adv on saves and checks using Dexterity. When you hit a target with a melee attack, you deal 2d6 extra lightning damage, and can spend a Fluff Charge to add an additional 2d6 Lightning damage to an attack.
Fluff Burst
Your fluff expands, adding half your proficiency bonus to your AC, but your speed is halved, and checks and saves using Dexterity are at dis. When you are hit by a melee attack, you can spend a reaction to spend a Fluff Charge and roll two martial arts dice, the attacker takes lightning damage equal to the number rolled.
Fluff Redux
Your fluff shrinks, cutting down your AC by half your proficiency bonus, but your speed is doubled, and you have adv on saves and checks using Dexterity. When you hit a target with a melee attack, you deal 2d6 extra lightning damage, and can spend a Fluff Charge to add an additional 2d6 Lightning damage to an attack.
Previous Versions
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7/14/2023 8:49:49 AM
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