Base Class: Monk
A mix of offensive and defensive mystic abilities based on Sophie Wexler.
Immortal Fist
3rd Level. Additional Ki ability: You can activate your Immoral Fist as a bonus action or you can forgo one of your Flurry of Blows attacks. While active you can use your immortal fist to intercept any melee attacks made against you without using a reaction, up to your Dex modifier in the next minute. Each interception reduces the attack's damage by a roll of your Marital Die + Dex Mod + Wis Mod. You can use this ability a number of times equal to your Proficiency Bonus + Wis Mod, regaining all uses at the end of a Short or Long Rest.
While your Immortal Fist is active you can expend an intercept to attack a structure, doing siege damage and not taking damage no matter what you are attacking.
Mystic Fist
3rd Level. When you make an unarmed strike you can choose to change the damage type to Force Damage.
You also gain the ability to store Momentum Points, you can gain and expend Momentum Points as follows.
- Ways to gain Momentum Points:
- Each attack you intercept with your Immortal Fist ability you gain one Momentum Point
- You gain a Momentum Point for each 10ft you move in a straight line.
- Ways to use Momentum Points:
- You can use Momentum Points to deal 1 extra damage per point expended to an unarmed attack.
- You can expend Momentum Points to gain Temporary Hit Points at a one-to-one rate, a max of three times your Proficiency Bonus.
Equilibrium
6th Level. When using Hit Dice as part of a Short Rest you add your Wis Modifier to each Hit Die roll you make.
Additionally, you can meditate for 10 minutes and use one Hit Die, with the above bonus, and regain a number of Ki Points equal to a roll of your Martial Arts Die.
Free Runner
6th Level. Your movement speed is increased by 15FT.
Your Dexterity Score increases by 2, to a max of 22.
Deny the Reaper
11th Level. When you hit with an unarmed strike you can use Deny the Reaper to revitalize yourself while dealing extra damage to your enemy. Instead of your normal unarmed strike damage, deal damage equal to three of your Martial Arts Dice. You also gain a number of Hit Points equal to three of your Martial Arts Dice. If you are at less than half your Hit Points instead double the amount of rolled dice for each part of this ability. you can use this ability a number of times equal to your Proficiency Bonus, regaining all uses after a Long Rest.
Mirage Step
17th Level. You can replace one of your Flurry of Blows unarmed attacks with a movement up to your movement speed. This movement is at a speed that it is perceived as teleportation. After your movement, a mirage of yourself is left where you were and stay until the start of your next turn.
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