Monk
Base Class: Monk

Through rigorous training and sacrifice, you have learned to harness your ki as only a few others have before you.

Ascended State

Starting at 3rd level you can temporarily achieve an ascended state of consciousness. Time seems to slow and your enemy's attacks seem clumsier than usual. A gold aura surrounds you and your hair (if any) stands on end due to the raw, potent energy. Entering this state grants you the following benefits:

 

You can use your wisdom modifier to your attack and damage rolls in addition to the normal calculation.

You gain the effects of Flurry of Blows, Patient Defense, and Step of the Wind at will.

 

Your ascended state ends early if you are knocked unconscious. Entering this state takes a full round and one ki point to activate. After the first turn, you must spend one ki point per round at the end of your turn to maintain this state. Once you run out of ki you exit the ascended state and suffer from one level of exhaustion. You cannot voluntarily exit this state.

 

Ascended State level 2

At level six you can enter the ascended state as a standard action instead of a full round. Additionally, you can spend a ki point to use Flurry of Blows, Patient Defense, or Step of the Wind as a free action once per round.

 

Mastered Ascended State

At level 17 you may enter this state as a bonus action. More importantly, you may now freely exit this state at any time by expending one ki point. As long as your remaining ki is greater than zero, you do not suffer the effects of exhaustion.

 

Super Ki Wave

At level 11 the damage for the ki wave is increased to 3d6, the range is increased to 60-ft, and each round the move is extended adds 10-feet to the range and push back

 

Ki Wave

Additionally at level 3, reaching a higher state of consciousness has allowed you to manipulate your ki as never before. By focusing your energy, you can create visible ki energy that can be used to attack your enemies. This ability costs one ki point and one action. This creates a ki attack. The attack damages all enemies in a 30-ft line for 2d6 + your wisdom modifier. Anyone in the line of fire may make a reflex save for half damage. This attack is wisdom based. You may spend additional ki points in subsequent rounds to do an extra 2d6 damage, extend the range by 5-ft, and push back of 5-ft. A strength saving throw may be made to avoid being pushed back. Anyone who made the reflex save is not pushed back. You can use this ability in or out of the ascended state

 

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