Base Class: Monk
Those who follow the monastic tradition of the Way of the Suzite have adopted the core beliefs and practices of the famous, goblin warlord, Nakm Suz.
Living within the great trash-heaps of the goblin city of Suz, Nakm was the first known goblin to develop an art of self defense based purely on being revolting. Mostly being considered beneath other species of humanoid, the Prismatic Goblins of the Convergence [from The Mask of Uhramel] spent centuries being the garbage collectors of their world. Accustomed to being reviled, one day Nakm decided to stand up to the verbal (and sometimes physical) assaults of the city-goers. He discovered that through harmony with the discarded objects around him, he could channel the energy within himself to empower his words as weapons, starting fires, spreading disease, and even harming others with spoken words.
Revolting Presence
Starting when you choose this tradition at 3rd level, you can use your ki to empower your words, and spread disease.
As an action, you can cast the spell Vicious Mockery, using Wisdom as your casting stat. Your DC is 8+Wisdom Modifier+Proficiency. When you viciously mock someone, you may follow your mockery with an unarmed strike.
You are immune to disease, and can use your ki to spread disease. Whenever you hit an opponent with a melee attack, or are struck by a melee attack, you can spend a ki point and use your reaction to spread disease. The target must make a constitution saving throw or become infected with a disease from the Revolting Diseases. This disease is not transmissible from your target to others, and the effect of the disease has a duration as determined by which type of disease the target becomes infected with. Roll 1d4 to determine which of the following diseases infects the target. Targets who are immune to disease that fail this save take 1d8 necrotic damage instead, and are not subject to the effects of any of the following:
Revolting Diseases
1-Sour Guts: the infected target begins to vomit uncontrollably, taking 1d8 acid damage. The target falls prone, and is then stunned until your next turn.
2-Wicked Butt: the infected target is overcome with uncontrollable flatulence. The target takes 1d4 poison damage, and then emits a horrible odor for 1 minute. During this minute, the infected is unable to hide, and the first time that any creature comes within 5 feet of the infected, and is not immune to disease, they must make a DC10 CON save or take 1d4 poison damage, also.
3-The Jitters: the infected target is overcome with intense spasms. They take 1d6 bludgeoning damage, and for the next minute, the target takes their own DEX modifier in damage at the start of each turn, as their limbs jerk so violently that it causes them injury. During this time, they are at disadvantage for all attacks, skill checks and saving throws. At the end of each round, the target may make another CON save against the Monk's DC. On a success, the Jitters ends.
4-The Itch: the infected target begins to itch uncontrollably, as they take 1d8 necrotic damage and begin moving at half speed for the duration of their infection. Then, they begin to scratch themselves forcefully, and for the next minute, they take their own STR modifier in damage every turn, as they must use their bonus action to scratch themselves at the beginning of each turn. During this time, the infected is unable to interact with objects unless they use their action to do so.
Power of the Discarded
At 6th level, you learn to harness your ki to set fire to the world around you. As a bonus action, you can spend a ki point to imbue a mundane object that you are holding with magical energy. This magical energy looks like fire, but takes on the properties of one of the following damage types: fire, cold, acid, poison, thunder or radiant. Once ablaze with magical energy, this object becomes a Monk weapon for you, and is considered a magic weapon. When you wield this weapon, it does an additional 1d6 of the damage type you selected when you set it ablaze. Once ablaze, the damage type cannot be changed. This effect lasts for 1 minute, and then the object is destroyed.
Should you throw this weapon before it is destroyed, it has a normal range of 20 feet and a long range of 60. Wherever the object lands it explodes, destroying the object. Then, all targets in a 15 foot cube, centered on the object, must make a DEX save against your spell DC, or take 1d6 of the chosen damage type. This damage increases to 2d6 at level 10, 3d6 at level 14, and 4d6 at level 18. This effect does double damage to the environment and inanimate objects that are not immune to the damage type.
Waste not, want not...
You have become so in tune with the revolting and discarded that refuse and garbage will obey your commands. Once per day you may choose a discarded object and throw it on the ground (or leave it there, if it is already on the ground), immediately causing it to rise up and become a tiny, trash monster (see the stat block below). It is able to understand the languages you speak, though it is unable to speak, and it will obey your every command to the best of its ability, taking no thought for its own safety. This mound will live until it is killed, dismissed by the monk, or when 24 hours expires from the moment it was created, at which time it falls apart into a pile of trash and refuse. A player may have only one such, active, trash monster at a time.
This mound will collect debris as it travels, and consist of whatever materials are available around it. If there are no materials around the discarded item with which to create a trash monster, the discarded object used to create the monster will break into pieces, replicating itself repeatedly until it becomes a mound made of a pile of whatever item it was created from. It can be ordered to swallow any sort of debris as it travels, changing its composition to fit the will of its maker, and is never harmed by the things it ingests. Once the mound falls apart, any copies of discarded items that were magically created to make the mound will crumble to dust, and cannot be reformed into copies of the item that was discarded. Similarly, any copied item that is pulled from the mound, immediately crumbles into dust. The original, discarded item will remain, unharmed.
Trash Monster
(the size of your Trash Monster increases with your Monk level to Small [3 cubic feet in volume] at level 6, Medium [5 cubic feet in volume] at level 10, and Large [10 cubic feet in volume] at level 14)
- Armor Class 13 (Natural Armor) (AC increases by 1 with each size increase above Tiny)
- Hit Points are equal to 9 times your Monk level
- Speed 15 ft., Swim 15 ft., Climb 15 ft. (the Trash Monster's speed increases by 5ft. with each size category)
18 (+4) 8 (-1) 16 (+3) 5 (-3) 10 (+0) 5 (-3)
- Skills: The trash monster receives your proficiency bonus to all it's skills, and double your proficiency bonus to the Stealth and Athletics skills.
- Damage Resistance: Bludgeoning, Piercing, Slashing, Cold, Fire, Poison, Acid, Necrotic
- Damage Immunity: Lightning
- Condition Immunities: Blinded, Deafened, Exhaustion, Grappled, Restrained
- Senses Blindsight 60 Ft. (Blind Beyond This Radius), passive Perception 10
- Lightning Absorption. Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.
Actions
- Multiattack. The Trash Monster makes two slam attacks. If both attacks hit a target the same size as the Trash Monster or smaller, the target is grappled (escape DC is equal to its Athletics bonus), and the Trash Monster uses its Engulf ability on it.
- Slam. Melee Weapon Attack: +(your monk level) to hit, reach 5 ft., one target. Hit: 1d4 bludgeoning damage. This damage increases with size to 1d6 at size Small, 1d8 at size Medium, and 1d10 at size Large. The Trash Monster's attacks are magical.
- Engulf. The Trash Monster engulfs a creature that has been grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a Constitution saving throw (the DC is 8+twice your proficiency bonus) at the start of each of the mound's turns or take 1d4 + 4 bludgeoning damage (this damage increases with size to 1d6 at size Small, 1d8 at size Medium, and 1d10 at size Large; this attack is magical). If the mound moves, the engulfed target moves with it. The Trash Monster may engulf multiple creatures provided they are of a size category smaller than the Trash Monster.
Four Finger Discount
Beginning at 11th level, you have mastered the art of trash-picking and pick-pocketing. You become proficient with Sleight of Hand. If you are already proficient with this skill, you become double proficient.
Whenever you successfully strike an opponent with a melee attack, or are struck by a melee attack, you may spend a ki point to attempt to grab an object that is being worn or carried by your opponent. This object must be in plain sight and not fully secured on their person. You may grab an object from a scabbard or quiver, but may not grab the scabbard or quiver if it is securely attached. You may reach into a bag or pouch and grab something (the contents being determined by the DM), provided that you can see the bag or pouch that is being rifled through. You may lay hold of pieces of armor or clothing, provided they are not attuned to their owner. Attuned magic items resist your ki and cannot be stolen. Though the Monk may not know if the item is attuned before attempting to steal it, or even if the item is magical, once the item resists the Monk's ki, the monk immediately knows what the item is and who is attuned to it.
When you attempt to grab the object, you and your opponent make opposed Sleight of Hand rolls. Should your opponent win, they keep their item but are at disadvantage for all attacks and saves until the beginning of your next turn. Should your opponent fail the opposed roll, you successfully take the item you chose from your opponent. If the targeted object is a weapon or mundane thing of any sort, it becomes a monk weapon for the next minute. If the object is armor, you tear a piece off of the armor, lowering your opponent's armor class by 2 (to a minimum of 8+their DEX mod), and the broken piece becomes useless junk, and a monk weapon for the next minute.
The Trash Man Cometh
At 17th level your bond with your Trash Monster has been empowered to epic proportions. Your Trash Monster companion becomes size Huge [15 cubic feet], gains a third, slam attack on it's turn, and can attempt to grapple a creature any time it lands a hit.
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