Base Class: Monk
(Credit to designer and writer InoxTheHealer)
In the face of oppression and tyranny, few manage to rise up and stand against their oppressors, and fewer still can temper their judgement with wisdom and collectiveness. As a result, both are important for any successful revolution.
To follow the Way of the Uprising is to spur revolution and lead it, using the might of your own hands when necessary, but also to sharpen one's judgement with discipline. To walk this path is to know the strength needed to bring down any and all oppressors in this world.
Nemesis Form
Beginning at 3rd level, you learn to flush your body with ki, empowering yourself for a short period of time. As a bonus action, you can spend 1 ki point to enter this empowered state, which lasts for 1 minute or until you choose to end it. While in this form, you gain the following benefits:
- If you are smaller than Large and have enough room to do so, you become Large along with anything you are wearing or wielding.
- You have advantage on Strength checks and saving throws. Additionally, you can use your Wisdom modifier in place of your Strength modifier when making Strength checks and saving throws.
- Your unarmed strikes have a reach of 5 feet greater than normal and deal an additional 1d4 damage on a hit.
Blocking Stance
Starting at 6th level, your Nemesis Form also makes you more resilient, protecting you from harm. While your Nemesis Form is active, taking Dodge action also grants your resistance to all damage until the start of your next turn.
Additionally, upon entering your Nemesis Form, you regain hit points equal to 1d8 + your monk level.
Ferocious Vortex
At 11th level, you can manifest your a ki into a ravenous vortex, pulling down any enemies that would dare stand above you. Using an action, you can spend 2 ki points to create a 15 foot wide, 75 foot tall cylinder that is centered on a point of your choice within 30 feet of you. Each hostile creature within this area must succeed on a Strength saving throw or be subjected to the following effects:
- Hostile creatures take force damage equal to one roll of your Martial Arts dice.
- Hostile creatures have all their movement speed quartered.
- Hostile creatures that have a flying speed have that speed reduced to 0 and are pulled towards the bottom of the cylinder vortex. Hostile creatures take fall damage as normal.
Annihilation
By 17th level, you can unleash devastation with your Nemesis Form. When you enter Nemesis Form, you can spend an additional 3 ki points to activate Annihilation. While Annihilation is active, you create a 30-foot-radius sphere of rendering ki around you. It lasts until the end of your current Nemesis Form, and the sphere moves with you, centered on you. You choose which creatures are affected by the effects of the sphere.
When a creature starts their turn within the sphere, they take damage equal to one roll of your Martial Arts die. Additionally, the area covered by the sphere is considered difficult terrain for the affected targets.
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