Monk
Base Class: Monk

all monks know of ki, and its prevalence in all living things as well as its effects. while some finer points might be up for debate by scholars pretty much everyone who knows ki well can tell you the best way to describe it is "pure". it lacks the many burdens that humanoids often carry. as time went on most monks stayed under the impression that ki was pure and unchangeable; it could only be harnessed in different ways. however a small group of monks with more experimental ideas would attempt to, in secrecy, find ways to alter ki. their efforts eventually led them to a demon known as the "akuma" (who, according to legend, was a monk who sold their soul for martial prowess) or so the story goes. the exact details are lost to time at this point but the living descendants of that encounter are proof that the ki of a living creature can indeed be altered; as well as the consequences of such tampering.

 

demon step

starting at level 3, your step of the wind is replaced with demon step. you keep the ability to dash as a bonus action but the active focus point spend skill is replaced. now when you spend 1 focus point you go into a stance then may move up to 10ft in any direction (including up and down) by floating. during this step you leave behind afterimages of yourself in red. during the step you are immune to all terrain and aoe effects and you cannot be attacked. any spells that require the caster to concentrate on you (for example spells like witch bolt) are also broken

destructive moves

starting at level 3, you gain access to a new set of moves based around harnessing destructive ki:

leg shatter: you perform a destructive ki enhanced spinning kick aimed at the opponents legs. make an unarmed attack roll. on hit deal 1d6+modifier damage. if the target hit was a humanoid and is medium or smaller they must roll a constitution saving throw. if they fail you break one of their legs. enemies with broken legs cannot perform kicking attacks or put strain on their leg. their movement is reduced to 10ft and they have disadvantage on dex or strength saving throws that involve their legs. if they succeed their leg isn't broken and they gain immunity to this effect for 24 hours.

rising fury: you perform two swift destructive ki enhanced uppercuts. make two unarmed attacks against an enemy within 5ft or one unarmed attack at an enemy within 10ft. if you choose the latter you move 5ft towards the enemy during the attack. on hit each attack deals 1d4 (this attack doesn't deal bonus damage via modifier but still has bonus to hit chance via modifier). if you choose the first option, missing the first hit grants you advantage on the second hit. if you land the last hit of the attack and the target is medium or smaller they get flung 10ft straight upwards. they roll a dex saving throw and if they succeed they land on their feet (if they fail they land prone).

axe kick: you perform a wind up then slam downwards with your leg. make an unarmed attack roll. on hit deal 1d8+modifier damage. this attack can be used in the air so long as you have a target for your kick directly below you. for every 10ft you fall the attack deals +1 damage (if it hits)

all these attacks count as unarmed attacks. this means you can use your dex modifier for them via dexterous attack. it also means you can do one as a bonus action or two if you use flurry of blows however you can only do each attack once per round.

combo moves

at level 6, your attacks become more powerful if chained together. whenever you make more then one unarmed attack in a row, each attack that hits increases the likelihood of the next one hitting. every time you land an unarmed strike every other unarmed strike you make against the same target has a +1 to hit (for example if you strike the same enemy 3 times and hit all 3 the 2nd hit will have +1 to hit and the third will have +2). in addition, your destructive arts have special effects when chained against the same enemy in specific ways:

using leg shatter directly after a rising fury that successfully launched the opponent will cause you to kick them mid-air. in addition to the normal effects of leg shatter this will skip the dex saving throw they normally do after rising fury and guarantee the prone as well as knock the opponent 10ft forwards in the air.

using rising fury directly after an axe kick that was performed mid-air will alter the rising fury. instead of two uppercuts you only perform one against the opponent you axe kicked. if it lands both you and your opponent rise into the air the same distance the axe kick was performed from (for example if you axe kick 10ft above someone rising fury will send you both 10ft in the air). you both stay suspended until you stop making unarmed attacks.

using axe kick directly after leg shatter will cause you to perform a follow up roundhouse kick to the opponents head as opposed to a normal axe kick. if it lands it deals 1d6 and stuns the opponent until the start of your next turn.

you can only perform combo moves on targets that are medium or smaller and can be realistically moved (not made out of stone ect) and you must land the preceding hit to keep the combo going

broken bodies

at level 6, whenever you reduce an enemy that is medium or smaller to 0 hp with an unarmed attack they are knocked unconscious for 1d4 hours instead of dying (only if they are capable of being knocked unconscious. creatures who cannot will just die as normal). you can spend an action (or 10 seconds outside of combat) to execute an unconscious opponent you are standing near with a special axe kick (doesn't cost focus points). executing someone in this way will grant you 1 focus point back.

demon form

at the 11th level, whenever you have consumed at least 3 focus points during a single combat you enter a demon form. in this form your eyes glow red and you gain a slight red aura. in this form you gain the following benefits:

  • +10ft movement
  • +1 damage to all unarmed strikes
  • regain 3 focus points instead of 1 when executing
  • regain 1d6 + proficiency hp when executing
  • +2 to ac
  • manual executes do not requires an action anymore and are free to perform 

demon form lasts until combat ends once it is triggered

consume souls

at the 17th level you gain a new special execution when you are in demon form. when within 60ft of an unconscious body while in demon form you may consume their soul from a distance. doing so will grant you all the normal benefits on top of new ones:

  • if you wish you may instantly teleport anywhere within 30ft of where you were standing when you consumed the soul
  • you gain back your action and bonus action

Comments

Posts Quoted:
Reply
Clear All Quotes