Monk
Base Class: Monk

Six Powers is a special, superhuman martial arts style utilized by many trained government assassins and agents. Those that master this style can have the strength of up to a hundred men. Though this style often requires intense training from a young age, some can learn certain parts of the six powers with enough intense training at a later age. Most users of the six powers belong to the World Government and Navy, though rarely some pirates and other factions have been shown to know it.

Finger Pistol

Starting at 3rd Level, your fingers become as sharp as daggers. When you make an unarmed strike, you can choose to use piercing damage for the damage type.

Tempest Kick

Also at 3rd level, you can make a ranged attack using your legs or other available limbs. This attack is a sharp compressed air slice with a range of 30 feet, and you add your Dexterity modifier to its Attack and Damage Rolls. Its damage is force, and the damage die is a d6. This die changes as you gain martial artist levels, as shown in the Martial Arts column of the Martial Artist table. the range also increases to 60ft at 7th level, and 120ft at 12th level.

When you take the attack action, you can only replace one melee attack with this special attack per turn. When you gain the Extra Attack feature, you can replace two attacks with this special attack per turn instead; Otherwise, you can expend 1 ki point to be able to replace all of your melee attacks with this attack during your turn.

Iron Body and Paper Art

Starting at 6th level, your muscles become stronger than steel. Your Deflect Bullets feature can now work against melee attacks that deal bludgeoning, piercing, or slashing damage.

You can perform this feature repeatedly during combat by spending 1 additional ki point each time.

Additionally, if you reduce the damage of a melee attack to 0 with this feature, you can completely shift your body to redirect the attack toward another enemy as part of the same reaction. By redirecting the attack, you can force it to hit a creature of your choice, other than the attacker, within 5 feet of you.

Shave

Starting at 11th level, you gain the ability to move or fly at extremely high speeds, appearing to teleport. You can use a Bonus Action to teleport⁠ up to 60 feet to an unoccupied space you can see⁠. You then have advantage on the first melee Attack you make before the end of the turn.

You can use this feature a number of times equal to your proficiency bonus. After you've expended all these uses, you can only use Shave again by spending 1 ki point to activate it. You regain all uses of this feature after you complete a long rest.

Moon Walk

Also at 11th level, when you use your Whirlwind Step, you can now kick the air with such force that you begin to propel yourself. While you do this, you have a flying speed equal to your walking speed until the end of your next turn.

Additionally, using the Slow Fall feature now reduces any Falling damage you take to 0.

Six King Gun

At 17th level, you learn the secret seventh technique of the Six Powers. When you hit a creature with an Unarmed strike within 5 feet of you, you can spend 3 ki points to force it to make a Constitution saving throw. If it fails, it is reduced to 0 Hit Points. If it succeeds, it takes 10d10 force damage. Until the end of your next turn, you can't take an Action on your turn, as a wave of lethargy sweeps over you.

Way Of The Six Powers Image

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