Base Class: Monk
The old monks of legend have suffered through many a tragedies and followed in the footsteps of their own gods in order to obtain their power. As the years became more peaceful, the less these powers were needed, and the more the monks started to worship their old gods once again. Knowing the way of the Ancients implies they were blessed upon you or that you have discovered the records yourself, however they were contained. It is now up to you to decide what you want to do with these powers. One would hope you would use them for good, however, you are no ordinary one, now are you?
Speed of the Ancients
At 3rd level, your study and training in the ways of the old legends starts to pay off. You have learned how to weave yourself into your foes own attacks, attacking without them knowing you've gotten close until the last second. During combat you may take a legendary action against a target. The legendary attack does not inflict bonus attacks, rather you take an attack in between other creatures initiative other than your own. You must take a long rest before you regain use of this feature. The number of times you can use a legendary attack increases to 2 at 6th level, 3 at 11th level, and 4 at 17th level.
Strength of the Ancients
Starting at 6th level, you start to feel all of your efforts pull together once again, thus making you feel like you could take on the world. This is a power that takes effort to master, you may feel stronger, however you also feel like you've merely grasped this concept.
During combat, you may expend 2 legendary actions to attack another creature on a turn other than your own to deal an automatic double damage to the creature. If you roll a critical, the damage is doubled once again, dealing out around 4x the damage of a regular attack. After making this attack, roll a d20 Constitution save. 1-5 you suffer 3 levels of exhaustion, 6-10 you suffer 2 levels of exhaustion, 11-14 you suffer 1 level of exhaustion, 15-20 you suffer no levels of exhaustion. At 17th level the DC changes. 1-9 you suffer 1 level of exhaustion, 10-20 you suffer no levels of exhaustion. You may not use this feature again until you've finished a long rest.
Combat of the Ancients
Your knowledge of combat is starting to rival those of the Ancients. Everyday you feel as if you are getting stronger, but today feels special to you, almost as if the gods have decided to take an interest in you specifically.
Starting at 11th level, you gain expertise in unarmed strikes. Your proficiency bonus for unarmed strikes is now doubled. In addition you may now expend Ki points to take bonus actions on your legendary actions. To take a bonus action on your legendary turn, you may expend 3 Ki points to do such. You can also activate your Ki features on your bonus action, provided you have the Ki points to expend.
Also in addition you gain the ability to use legendary resistance. At 11th level you may use this resistance once a day on anything that requires you to make a ability saving throw or check. At 17th level you may use this feature twice a day. You cannot regain use of this feature again until you complete a long rest.
Companion of the Ancients
Through practice, determination, and sheer divine intervention, the gods now see you as one of their own. You strived to try and be the best you can be, and it paid off. You are now a companion to the gods.
At 17th level, your unarmed strikes now do 2d10 + your proficiency bonus doubled + your dexterity modifier. In addition, during combat you may expend all 4 of your legendary actions to attack a target with the strength of a god. If the target has less than 100 Hit Points, then it dies immediately, and all other creatures, (Not including other Players), must make a charisma saving throw equal to your Ki save DC or disengage from combat immediately. On a successful save the creatures only lose 1 turn. If the target has more than 100 Hit Points, then roll a d100 for your damage. After you make this move, you must make a dc 25 constitution check, (That you can't use legendary resistance on), or roll a d6. 1-5 you take however many levels of exhaustion are on the die. On a 6, You are reduced to 0 Hit Points. You must finish a long rest before you may use this action again.
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