Base Class: Monk
While most monks gain their power from a union between the mind, body, and soul, you have found another source. Your power comes from a biological enhancement caused by being exposed to a magical contamination, experimentation, supernatural disease, or some other form of bodily corruption. By learning to control this corruption, you can master your material body far more than any traditional monk.
(This subclass is based off abilities presented in the video game [Prototype], developed by Radical Entertainment.)
Enhanced Anatomy
Starting at 3rd level your jump distance is tripled, standing up from prone only uses 5 feet of movement, and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Bleed Ki
Starting at 6th level when you would expend one or more Ki points, you can reduce the cost by 1 Ki point by taking damage equal to 1d8 + your Constitution modifier (minimum 2). You can take the damage multiple times for a greater reduction. This damage cannot be reduced or negated.
Consumption
Starting at 6th level when you kill an enemy or reduce it to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point).
Evolved Weapons
Starting at 11th level, you may spend 1 Ki point on your turn to gain one of the following benefits until the start of your next turn. You can only have one of these effects active at a time.
Armored: Your shoulders and forearms gain barbed armored growths. You gain resistance to one damage type of your choice other than psychic. Additionally, any creature that hits you with a melee attack takes magical piercing damage equal to your Wisdom modifier.
Massive: One of your arms swells with strength. When you make an attack with the Attack Action, you can add your Martial Arts die to the damage.
Stretched: One of your arms grows into a whip, tentacle, etc. During your turn the reach of your unarmed strikes is 15 feet. When you hit a creature with an unarmed strike, you can chose to deal no damage and instead pull the creature up to 15 feet closer if it is no more than one size larger than you.
Swift: One of your arms grows claws, blades, spikes, etc. When you make one or more unarmed strikes as a bonus action, you may make one additional unarmed strike as part of that same bonus action.
Mimicry
Starting at 17th level when you use your Consumption ability on a creature, you may spend 10 Ki points to gain all of the targets memories. You may hold the memories of a number of creatures equal to your Wisdom modifier. You may chose to forget a consumed creatures memories at any time.
Additionally, you can cast Alter Self at will, without expending a spell slot.
Previous Versions
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Coming Soon
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