Monk
Base Class: Monk

A monk that follows the Way of the Kirin believes they embody the mythical beast with every step. Speed and agility becomes a form of self and determination. One's speed could guide them like lightning in every interpretation. The same lightning that could shock those that threaten the weak or electrify anyone who would stand against the Kirin.

Level 3: KIRIN'S FOCUS

At 3rd Level, you can use your ki like electric charges to power a semi-meditative state known as your Kirin's Focus. As a bonus action, you can spend 1 ki point to become charged with lightning. When you do so, time almost pauses for you in that instant due to your Incredible speed, allowing you to get a flash of knowledge about how the current fight could play out.
Roll a d20 and record the roll. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. If you do not use this roll before the start of your
next turn, it is wasted. You cannot gain the d20 from this ability until 10 minutes have passed since you used or lost the previous d20. For 10 minutes, this lightning fills your body and arcs sporadically to the area around you. While Kirin's Focus is active, you gain the following benefits:

• Your Unarmored Movement *bonus* is doubled.
• You can change the damage of your unarmed strikes
to lightning.
• You have advantage on checks and saves to resist or
end grappled, retrained or paralyzed conditions on
you.
• Your movement is not impaired by difficult terrain
and standing up from prone only takes 5ft. of your
movement.

AMPLIFIED REFLEXES

AMPLIFIED REFLEXES:
When you reach 6th level, your reaction times border on precognitive. You add your proficiency bonus to your initiative and you cannot be surprised while you are conscious. Additionally, when you fail a dexterity saving throw, you can expend 1 ki point to reroll the the save as a reaction. You must use the new roll.

CLOUDSTRIKE

CLOUDSTRIKE
Starting at 11th level, your Kirin's Focus allows you to move like a storm in short bursts, and deliver an electrifying blow similar to lightning itself. When you activate Kirin's Focus, you can expend 2 additional ki points to gain the following effects for the duration: Cloud Strider. During your movement, you can fly a number of feet equal to your unarmored movement. Actions and abilities that allow you to double your movement speed, such as a dash, also double the distance you can fly with this ability. You must end your flight on the ground or fall from the position your flight ended.

Lightning Strike. The first melee attack you make against a creature or object after flying any distance with Cloud Strider but before you move with any other movement speed causes lightning to strike the target. The target and a number of creatures you choose up to your wisdom modifier that are within 10ft must make a dexterity saving throw or take
lightning damage equal to a roll of your Martial Arts die, taking half on a success. You can only use this ability once per turn.

GAUSS CHAIN

GAUSS CHAIN
Starting at 17th level, you become the embodiment of the Kirin's speed. As a bonus action, you can spend 5 ki points to gain the effects of Kirin's Focus, Cloudstrike and the following effects for 10 minutes. Redirected Power. You can replace any attack action with a dash action.

Static Charge. For every 30ft. of movement you move, you build up one point of Static Charge, to a maximum of your monk level plus your wisdom modifier.

Tesla Coil. When you hit a creature with unarmed strike, lightning arcs from that creature to another creature within 10ft., then continues to chain to more creatures within range of the previous creature. Expend a point of Static Charge and make an unarmed strike for each lightning chain, which you may choose to use wisdom in place of dexterity for these attacks. You deal lightning damage equal to your martial arts die + your wisdom modifier. The chain ends if you miss with a lightning chain attack or when you completely deplete all points static charge. A creature can only be effected by this ability once per turn.

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