Monk
Base Class: Monk

Monks belonging to the discipline of the Striker are monastic warriors who dedicate themselves to becoming a living weapon. They channel a combination of martial prowess, powerful chakra, mystical mantra and spiritual ki to materialize battlefield-manipulating offense and impenetrable defense through their bodies.

A Way of the Striker monk is rare, because the discipline is far more tenacious than most others. Most pupils end up being deemed unsuitable to continue their education in it, or simply give up because of how physically taxing the discipline's training can prove to be. Strikers hone their limbs to be like steel, able to pierce through stone and withstand the piercing edge of an iron spear. They learn to be quick-footed and hasted in reaction, for a good Striker never stops moving. Nevertheless, a Striker is taught to be wise and patient, for a mystical connection is required in order to achieve their Awakening - the final step in a Striker's path to becoming a living weapon.

Through the discipline's tenacious, persistent and extremely studious teachings of virtuous mantra, a Striker is taught to understand themselves at every moment. Through this self-study and evolution of the mind, each Striker gains a mirror reflection of their peak power, an astral guardian that remains close to them in soul. This guardian is called an Asura.

Through their Awakening, a Striker learns to summon their Asura, to unleash iron fists and riddle the battlefield with furious punches and kicks their enemy can hardly react to. An assault from every direction, a foresight to every resistance, and an ultimatum to every battle. 

Mantra of the Awoken

At 3rd level, you master the Mantra of the Awoken, a mystical and ancient ability that allows a Striker to become a calm storm, fearless and perceptive.

When rolling initiative, you may spend 1 ki point to activate the Mantra of the Awoken, which lasts for one minute. While the Mantra of the Awoken is active, you are immune to the Frightened condition and have Blindsight up to 20 ft. 

Additionally, you may use an action and spend 1 ki point to forcibly open your senses to the world beyond, granting you 60 ft. of Truesight that lasts only for 6 seconds.

Chakra Trifecta

Also at 3rd level, you have gained three powerful forms of chakra that can be invoked to further empower your capabilities.

Annihilation Chakra: when you use your Flurry of Blows feature, you can imbue your attacks with overwhelming strength. When you hit a creature with your attacks, that creature must make a Strength saving throw against your Ki Save DC or be knocked prone.

Fortress Chakra: When you use your Patient Defense feature, you take a stance of indomitable physical reflection. When a creature attacks you and misses, you use your power (as a free action) to turn the enemy's moment of vulnerability against them. Each creature in a 10 ft. cone must make a Constitution saving throw or be knocked back 10 ft. If the creature that attacked you fails the save, its movement speed is reduced to 0 until the start of your next turn.

Serpent Chakra: When you use your Step of the Wind feature, you can make one unarmed strike as part of the same bonus action.

Additionally, when a hostile creature that you can see within 60 ft. of you is reduced to 0 hit points, you can use your reaction to sap their broken will and graft it into your own. You regain 1 ki point.

Crown of Pain

Starting at 6th level, your connection to your perfect self is advancing, and you are more in-tune with the instincts of a living weapon. You gain the following features:

Mantra of Sight: While the Mantra of the Awoken is active, you now have 30 ft. of Blindsight.

Spiritual Transmission: You can spend 1 ki points to transform any amount of your movement speed into a teleportation on your turn. You still consume movement speed as normal, but instead of walking or running, you transmit yourself through astral forces into a space of your choice that you can see within the threshold of the movement speed that was converted into a Spiritual Transmission. This ability can be used to teleport in any direction and can teleport you into the air, but you will fall as normal and must suffer fall damage.

Guardian's Assistance: Once per turn, immediately after performing an unarmed strike, you can spend 1 ki point to summon a quick unarmed strike from your Asura, which is treated as if you simply made a second, free unarmed strike.




Awakening

At 11th level, you have reached the peak of spiritual awareness and can now fully contact your Asura. You gain the following features:

Mantra of the All-Seeing: You have 20 ft. of Truesight. When you use your Mantra of the Awoken feature to gain temporary Truesight, its range is now increased to 120 ft.

Summon Asura: As an action, you can spend 5 ki points to summon your Asura, an astral being that is connected to your mind and your senses, in a space of your choice that you can see within 30 ft. Roll initiative for the Asura, which will obey your commands. The Asura is a Medium-size Celestial creature that has half of the Striker's hitpoints and shares the same AC without any bonuses from magic items. It is a sentient creature that can verbally communicate to others, and shares a telepathic connection with the Striker with a range of 200 ft.
On its turn, the Asura can use its action to attack twice, using the Striker's unarmed strike for its attack and damage rolls.  As a bonus action, the Asura can take the Dodge or Disengage actions. As a reaction, when an ally creature hits a creature with an attack within 30 ft. of it, the Asura can follow up with a spectral strike of its own, adding the Striker's Wisdom modifier to the damage roll. It has 40 ft. of walking speed and 40 ft. of Blindsight. It uses the Striker's ability scores and saving throws as well, sharing the same saving throw proficiencies. 

If the Asura is reduced to 0 hit points, it dissipates and cannot be summoned again for the same battle. For each subsequent use of Summon Asura after the first per day, the Striker gains one level of exhaustion.

Judge, Jury and Executioner

At 17th level, you have mastered the Discipline of the Striker and are now a fully-fledged living weapon. Every stroke of your body means defeat for your enemies, every war cry shakes the battlefield, and your piercing gaze mirrors Hell in all of its infernal glory. You gain the following features:

Improved Annihilation Chakra: Once per turn, when you use Annihilation Chakra and successfully knock an enemy prone, you can make a free unarmed strike against that enemy.

Improved Fortress Chakra: Once per turn, when you use Fortress Chakra and a hostile creature fails the save, you use their shattered dignity to steel yourself, tensing your muscles beyond normal measures and gaining temporary hitpoints equal to 1d10 + your Wisdom modifier.

Improved Serpent Chakra: Once per turn, when you use Serpent Chakra, you can spend 3 ki points to perform an additional two unarmed strikes against hostile creatures of your choice that are within 5 ft. of your movement path. 

Dragon Chakra: Once per long rest, you can use an action to brutalize and execute a hostile creature within 5 ft. of you that is Bloodied. (At half health or below.)
Roll to hit the creature at advantage. If the attack does not hit, the ability is not consumed, but you may not attempt it again on the same enemy for the duration of the current battle.
On a hit, roll five martial arts die, add your Dexterity and Wisdom modifiers to the roll, and apply the total as Force damage to the enemy. If you kill an enemy using a successful Dragon Chakra attack, you regain 3 ki points.

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