Base Class: Monk
Adjust, lvl 3 (Bonus Action)
In the heat of battle you find that your opponent seems to be slouching from extended combat, channeling you Ki you decide to fix that, after all bad posture simply cannot be allowed. Your forcibly rearrange their skeleton into an upright position with perfect posture. Unfortunately few of your "patients" survive the process. This costs 2 Ki points. The target must make a dc 16 con save, if the target succeeds the damage taken is reduced by half. If the target rolls a critical success they take no damage, but if they roll a critical fail they will receive double damage. Deal 1d4 damage per strike you have landed upon your opponent, this resets your strike count and you next use of adjust is based of off how many strikes you have landed since your last use of adjust. This will grow more powerful as you grow. At level 11 this does 1d6 per strike landed, and at level 17 this deals 1d8 per strike landed.
Realignment, lvl 6 (Action)
With a few well placed blows that flow with healing energy the chiropractor realigns bones, repairs muscles, and closes wounds. This heals for 20% of the targets maximum health, but due to the intense focus it takes to help instead of harm the chiropractors defenses are left open, all attack rolls have advantage against the Chiropractor and the chiropractor may not make dex saves and has disadvantage on any other save until their next turn. This costs 4 Ki points.
Flurry of Needles, lvl 11 (Action)
You rapidly place large acupuncture needles into your enemy, roll to hit for each needle (five of them), your dex mod is your to hit modifier. Each needle deals 1d4 damage. If a needle hits the opponent must make a dc 12 con save, but for each needle that hit the save goes up by 2 (so if one needle hits it is a dc 12, if two it is a dc 14, three is a dc 16, four is a dc 18, and if all five hit it is a dc20). Upon failing the save the opponent becomes paralyzed for two rounds, they can make a dc 14 con save on each of their turns to end the paralyzed effect early. Each needle that hits also counts for a hit with the ability “Adjust”. Sadly you only have enough prepared needles to do this three times before you need a short rest. Gain another use at level 14 and one more at level 17.
Force Adrenaline, lvl 11 (Bonus Action)
With a few well placed acupuncture needles you force adrenaline to course through your target's body, this adds a 1d4 to all of their attack rolls (to hit not damage) until the target succeeds their con save of dc 16. They make this save at the end of each of their turns. This costs 2 Ki points.
Crippling Dislocation, lvl 17 (Action)
You make a single well placed strike to a weakened joint dealing massive damage. This skill can be used once per short rest and must be used on an already injured opponent, if you make a successful strike the target must make a Dc 20 Con save, upon failing the creature is "Crippled" this makes its initiative always last in the round and halves their movement speed until the end of combat. You deal 3d6 + normal unarmed strike (treat this as a normal strike when rolling to hit). Gain one more use at level 19, and another at level 20.
Adjust
In the heat of battle you find that your opponent seems to be slouching from extended combat, channeling you Ki you decide to fix that, after all bad posture simply cannot be allowed. Your forcibly rearrange their skeleton into an upright position with perfect posture. Unfortunately few of your "patients" survive the process.
this costs 2 Ki points
The target must make a dc 16 con save, if the target succeeds the damage taken is reduced by half. If the target rolls a critical success they take no damage, but if they roll a critical fail they will receive double damage.
Deal 1d4 damage per strike you have landed upon your opponent, this resets your strike count and you next use of adjust is based of off how many strikes you have landed since your last use of adjust.
This will grow more powerful as you grow. At level 11 this does 1d6 per strike landed, and at level 17 this deals 1d8 per strike landed.
Realignment
With a few well placed blows that flow with healing energy the chiropractor realigns bones, repairs muscles, and closes wounds.
This heals for 20% of the targets maximum health, but due to the intense focus it takes to help instead of harm the chiropractors defenses are left open, all attack rolls have advantage against the Chiropractor and the chiropractor may not make dex saves and has disadvantage on any other save until their next turn.
This costs 4 Ki points
Flurry of Needles
You rapidly place large acupuncture needles into your enemy, roll to hit for each needle (five of them), your dex mod is your to hit modifier. Each needle deals 1d4 damage.
If a needle hits the opponent must make a dc 12 con save, but for each needle that hit the save goes up by 2 (so if one needle hits it is a dc 12, if two it is a dc 14, three is a dc 16, four is a dc 18, and if all five hit it is a dc20).
Upon failing the save the opponent becomes paralyzed for two rounds, they can make a dc 14 con save on each of their turns to end the paralyzed effect early.
Each needle that hits also counts for a hit with the ability “Adjust”.
Sadly you only have enough prepared needles to do this three times before you need a short rest.
Gain another use at level 14 and one more at level 17.
Force Adrenaline
With a few well placed acupuncture needles you force adrenaline to course through your target's body, this adds a 1d4 to all of their attack rolls (to hit not damage) until the target succeeds their con save of dc 16. They make this save at the end of each of their turns.
this costs 2 Ki points
Crippling Dislocation
You make a single well placed strike to a weakened joint dealing massive damage. This skill can be used once per short rest and must be used on an already injured opponent, if you make a successful strike the target must make a Dc 20 Con save, upon failing the creature is "Crippled" this makes its initiative always last in the round and halves their movement speed until the end of combat.
You deal 3d6 + normal unarmed strike. (treat this as a normal strike when rolling to hit)
Gain one more use at level 19, and another at level 20.
Previous Versions
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1/18/2024 5:53:57 PM
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1/30/2024 5:52:43 PM
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