Monk
Base Class: Monk

-Ether Gear:
During the dark ages, magic was everywhere, and some of them inherited an alternate form of those arts.
What came out of this omnipresent magic was a unique ability for each individual.

.You use your Ki Points to use EG techniques and restore them after a long rest.
Most of the techniques affect your Unarmed Strikes, weapons aren't included.

.You do have a weakness that is difficult to overcome.
You cannot activate your EG when your limbs are tied, for the psycho-physical state blocks the Ether flow.

Gravity Style

3rd-level Way of the Magimech feature

You shift your energy pathways inside you to alter your mass & weight:

.With 1 Ki Point, you cast the Levitate spell.
Your range is your walking speed + 9 ft/3 m.
If you take 1 creature or several with you, the additional 9 ft/3 m are removed.

.With 1 KP, you cast the Spider Climb spell.
You adhere to the vertical surfaces besides the ground, using your walking speed's reach.


.With 1 KP, you can push away & pull toward you medium-sized creatures or objects.
The range's limit is 32 ft/10 m.

Magimech Arts

6th-level Way of the Magimech feature

You can now use focused gravity through a few techniques:

.Magimech Attack: Gravity Cannon (1 Ki Point)
You shape several bullets or a single shell to fire at your targets.
Either 4d4 bludgeoning damage in a 19 ft/6 m cone range.
Or 2d8 bludgeoning damage in a cylindrical range, 3 ft/1 m wide & 19 ft/6 m long.

.Magimech Attack: Gravity Comet (2 KP)
You accumulate gravity and make a brutal dash.
2d8 + 4 bludgeoning damage in a linear 39 ft/12 m.


.Magimech Attack: Gravity Fist (1 KP)
You coat your unarmed strike in gravity, adding raw strength & momentum.
1d12 bludgeoning damage.


.Magimech Attack: Gravity Windmill Kick (1 KP)
You leap and deliver a circular heel-strike. 1d10 bludgeoning damage in your reach.

Overdrive

11th-level Way of the Magimech feature

-By looping infinitely the energy, you break your limits and reach an empowered form.
In 1 Action & 4 KP, you augment your physical features with an ergokinetic makeup.
It lasts 8 turns, use it wisely:


.You are coated in a form-fitting barrier, as thick as your skin.
+3 bonus on your AC and immunity to force damage.

.You sprout a pair of resilient horns. A headbutt does 1d4 piercing damage.

.Both your flying and walking speed gain 26 ft/8 m.

.You roll an additional 1d6 on every magimech techniques.

Esoteric Arts

17th-level Way of the Magimech feature

The pinnacle of what you've learned is gathered in 3 unique & powerful skills.
You can only select 1 per long rest and e
ach technique uses 4 KP.
Available only during your Overdrive state.

.Magimech Ultimate Technique: Anti-Gravity
You expend your gravitational push & pull by alleviating anything in your perimeter.
You cast the Reverse Gravity spell, lasting for 3 rounds.


.Magimech Ultimate Technique: Black Sky
You shape a condensed sphere of gravity you then slam on your target flat.
2d20 force damage in a 9 ft/3 m cube reach. The targets end up proned.

.Magimech Ultimate Technique: Meteor Breaker
You gather gravity on your fist to send in a brutal thrust.
9 ft/3 m wide, it goes up to 32 ft/10 m forward.
2d12 force damage, targets in its path are repelled 19 ft/6 m back.

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