Monk
Base Class: Monk

Monks who follow the Way of the Sun God have consumed a legendary fruit said to be blessed by an ancient deity. This fruit unlocks their body’s true potential, granting them boundless energy, incredible resilience, and a fighting style that defies logic. Their limbs stretch beyond normal limits, their strikes hit with the force of a god, and their very presence inspires freedom and joy.

Sun God's Blessing

Level 3 Feature

Upon choosing this path at 3rd level, your body becomes incredibly flexible like rubber and powerful. You gain the following benefits:

  • Stretch: Your unarmed strikes gain the Stretch property, allowing you to extend your limbs further than normal. Gains + 10 feet to unarmed strike and reach. Which increases by +5 feet each level above this.

    • 👊Snap Damage: Damage output from an attack is increased by +1 bludgeoning damage per 5 feet depending on how far the strike can Stretch to before hitting the target

  • Rubber Body: You have Resistance to bludgeoning damage and Immunity to lightning damage but vulnerability to cold and slashing damage.

  • Fast Metabolism: Once per turn as a bonus action you can gain 1 Focus points per 1 ration worth of food you eat.

  • Gear Second: You can spend 1 Focus point to activate this technique, this technique involves speeding up the blood flow in all body parts, in order to provide them with more oxygen and nutrients thus makes him much faster and more powerful. The Gear 2nd last for 5 rounds.

    • Quick Agility: As a bonus action while the Gear 2nd is active, you can teleport to any open space within your total movement speed without triggering opportunity attacks.

    • Attacks against you have -1d4 reduction to attack rolls while the Gear 2nd is active.

    • 👊Snap Damage: Damage output while the Gear 2nd is active is instead of +1bludgeoning damage now deals additional +1 force and +1 fire damage and 5 feet knock back. (Dex save: DC 10)

Unyeilding Body

Level 6 Feature

  • Gear Third: When you make a unarmed strike, you can spend 1 Focus point to activate this technique. This technique allows the user inflates the bone structure of a body part with air, transforming its size to enhance its strength. The air travel throughout the body depending on the attack, after resolving the action the air travel back to the torso inflating it like a Balloon. This Technique last for 1 minute after deflating shrinking the body to size small straining the body due to the long inflation and can't take attack action for another 1 minute only dash, dodge, disengage and help action.

    • Your attack gains 10 feet attack radius.

    • You won't suffer the negative effect if you end the gear early.
    • 👊Snap Damage: Damage output of this attack is instead of +1 bludgeoning damage now deals +3 force damage to all hostile creatures within the target area of the attack knocking them prone. (Dex save: DC 15)

  • Balloon: Once per turn as a reaction you can inhale massive amount of air inflating your body into balloon to block incoming projectiles to either deflect or returning it to sender or other target by making a range attack as part of this reaction.

Divine Momentum

Level 11 Feature

Your movements and attacks become nearly unstoppable, channeling the power of the Sun God.

  • Your speed increases by 10 feet, and difficult terrain does not hinder you.

  • Gear Fourth: As a bonus action and spending 3 Focus points you can make this transformation technique that uses the power of the Sun God Fruit and Haki. It has multiple variations that enhance some amount of the user's defense, speed, and power beyond their normal limits. Each Transformation last for 1 minute.

    • Boundman: Your body proportions become warped, your body becoming spherical in shape, with the arms, upper torso, and legs coated in Armament Haki. In addition, his hair stands on its ends. As a side-effect, he is incapable of standing still on the ground, and instead constantly bouncing on the spot.

      • Armament Balloon: You gain + 3 AC, projectiles bounce to random targets within 20 feet, unarmed/weapon attack now deals magical damage, and you have flying speed of 60 feet and can hover above.

      • 👊Snap Damage: Damage output of this attack is instead of +1 bludgeoning damage now deals +4 force damage knocking them back 20 feet. (Dex save: DC 15)

      • Tankman: You inhale more air while Boundman is active to the point your body become massive and now stationary allowing to tank all attacks. Gives you - 3 AC as you can't react to dodge the attack and you are Large creature (15 feet)

        • At this state you wont be able to take an attack action instead you taunt hostile creatures to attack you instead. Hostile creatures within 30 feet will go and attack you tries to pop you. You also take half of the incoming damage while in this form.

        • Tankman - Cannon: All melee attacks against you, you will take half the damage, and their weapon and hand are stuck and sinking in your body (no DC saves), the next turn the creature sinks more up to their waist and they take 1d4 suffocating damage, at the start of your 3rd turn you release all stuck creatures turning them into powerful projectile shooting them 60 feet at the direction to where they are facing dealing 6d8 bludgeoning damage + Snap Damage and to creature they hit along the way will take 1d8 Force damage they will only stop at the end of 60 feet or if they hit a solid wall then will then take another 2d8 bludgeoning damage. You will lose the Gear 4th: Boundman after using this ability.

    • Snakeman: Unlike his other two Gear 4 forms, your body does not significantly expand, with the forearms, legs, and upper torso being only slightly enlarged and the rest of his body retaining its normal proportions. The spread of Haki is slightly more limited, as it does not appear to extend onto your shoulders and upper body. Your hair becomes flame-shaped like his Haki, sticks up, and attacks becomes noticeably longer.

      • Snakeman Reach: Your unarmed strikes while in this form can reach up to +200 feet and each attack can bounce up to 10 times in any direction and can hit multiple target each bounce.

      • 👊Snap Damage: Damage output of this attack is instead of +1 bludgeoning damage now deals +4 force damage

  • You gain the new Feat Blessing of the Blue Star: Haki (If you don't have it already, if you do you can choose another)

 

Awakened Sun God

Level 17 Feature

Sun God State

As a bonus action, you can enter your Sun God State for 1 minute. While in this state:

  • Your melee weapon attacks and unarmed strikes ignore resistance to bludgeoning damage.
  • You can choose to deal radiant damage instead of bludgeoning damage with your unarmed strikes.
  • Your attacks always deals maximum damage on the damage die.
  • The environment within 60 feet around you becomes bouncy and stretchy making it a difficult terrain to creatures of your choice.
    • Creatures and constructs of your choice near you their armor becomes soft giving them -5 AC.
  • Sun God's Mischief: You gain advantage on Strength and Dexterity saving throws.
    • You gain advantage on Athletic, Acrobatic, Performance, Insight, Sleight of Hands, Intimidation and Persuasion checks.
    • Once per turn you can use your reaction to give disadvantage to attacks, ability checks or saving throw to one creature of your choice.
  • Once per turn, when you hit a creature with an unarmed strike, you can force it to make a Strength saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or be knocked back 20 feet landing knocked prone.
  • At level 20, you can enter Sun God State at will, and your Sun God's Mischief can manifest or change the properties of an object, structure or construct once per Son God State.

Once you use this feature, you must finish a short rest before you can use it again.

 

Way Of The Sun God Image

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