Monk
Base Class: Monk

As a monk of the clanging soul you gain round scales all over your body you use these scales to your advantage by blocking attacks dealing hard hits or speedy doges

Level 3: Resonant scales

Hardened scales

. Armored Carapace: You gain +1 to your ac this increases to +2 at level 11

.Vibrating Strike: Once per turn when you hit with a Monk weapon or unarmed strike, you can deal Thunder damage instead of the normal type. If you do, the target's speed is reduced by 10 feet until the start of your next turn.

Level 3: Clanging burst

You can channel Ki into your scales for offense or defense. When you use a Bonus Action to use Patient Defense or Flurry of Blows, you can spend 1 additional Ki point to trigger one of the following:

Offensive (Clanging Scales): Every creature within 5 feet of you takes Thunder damage equal to two rolls of your Martial Arts die.

Defensive (Iron Defense): You gain Resistance to Bludgeoning, Piercing, and Slashing damage until the start of your next turn.

Level 6: Sound burst

Your mastery over vibration allows you to ignore noise and launch foes.

Soundproof: You have resistance to Thunder damage and cannot be Deafened.

Sky Uppercut: When you hit a creature with an unarmed strike, you can spend 1 Ki point. The target takes extra Thunder damage equal to your Martial Arts die and must succeed on a Strength saving throw or be knocked 15 feet into the air. They fall immediately, taking falling damage and landing Prone.

Level 11: Dragon dance

As a bonus action, you can spend 3 Ki points to enter a rhythmic battle trance for 1 minute. While in this state:

Your melee attacks deal an extra 1d8 Thunder damage.

Your walking speed increases by 10 feet.

You can use your Deflective Missile reaction to also reduce damage from melee weapon attacks.

Level 17: Soul burst

You unleash your scales in a devastating explosion of sound. As an action, you spend 5 Ki points. Each creature of your choice within 30 feet must make a Constitution saving throw.

On a Failure: A creature takes 10d10 Thunder damage and is Stunned until the end of your next turn.

On a Success: A creature takes half damage and isn't stunned.

Aftermath: For the next minute, you gain the benefits of Iron Defense (from your 3rd level feature) at the start of every turn without spending Ki.

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