Monk
Base Class: Monk

Not all those who follow the ways of the monk do it for a raw devotion to their faith. Some seek the discpline to hone their bodies into weapons. These are no mere brawlers. Though their way is less rigid than those that fight for the gods, they are skilled and powerful. Signifying that their way is the path and not the destination, they say follow the path of the street.

Signature Move

At 3rd level, a monk that has chosen to follow the Way of the Street Fighter has honed their skill so sharply that they can perform rare feats of strength and skill. Each move requires ki points each time you use one.

You learn to use of 2 of these moves at 3rd level and learn one additional move at 11th level.

Dragon Uppercut

When enemies come from above, you gain the ability to fight back with great force. As a bonus action, you can spend 2 ki points to leap straight into the air 15 feet, making an unarmed strike against a target 5 feet from a point along the path of your jump, then landing safely. If you hit a Large or smaller creature that is flying, it must make a Dexterity saving throw or be knocked prone.

Energy Blast

Your fighting spirit becomes focused into physical form in your hands, allowing you to release it against nearby foes. As a bonus action, you can spend 1 ki point to make one melee attack against an target that you can see within 15 feet of you. This attack deals force damage equal to your unarmed strike damage + your Dexterity or Strength modifier + your Wisdom modifier. You can spend additional ki points to deal extra force damage. For each additional ki point you spend, you deal additional force damage equal to your unarmed strike damage, up to 2.

Grappler's Blow

You have learned to seamlessly combine strikes with fists and grabs. As a bonus action, you can spend 1 ki point to attempt to grapple a target within 5 feet of you. If you are already grappling a target, you can instead spend 1 ki point as a bonus action to deal bludgeoning damage to the grappled target equal to your unarmed strike damage + your Strength modifier.

Rush Attack

You strike at faraway enemies in an instant, not giving them a chance to react to your advance. As a bonus action, you can spend 1 ki point to teleport up to your movement speed within 5 feet of an enemy and make an unarmed strike.

Whirlwind Kick

As many enemies draw near, you can make one swift kick and drive them all away. You can use a bonus action to make an unarmed strike against any number of creatures within 5 feet of you, with a separate attack roll for each target. For each target, this costs 1 ki point.

Combination Attack

At 6th level, your barrage of attacks has become so ingrained that they can be made with little effort. When you take the Attack action on your turn and hit the same target with two melee attacks, you can use a Signature Move immediately as a bonus action but spend 1 less ki point in performing the maneuver.

At 17th level, after gaining the use of your Killer Move, when you use your Attack action and hit the same target with two melee attacks, you can use a Killer Move immediately as a bonus action.

Advancing Guard

Starting at 11th level, you can use your reaction to defend against a melee attack. When you are hit with a melee attack by a creature you can see within 5 feet of you, you can spend 1 ki point to reduce the damage you take from the attack by 1d10 + your Dexterity modifier + your monk level.

If you reduce the damage to 0, you can retaliate in the same motion, simultaneously combining offense and defense. As a part of the same reaction, you can make an unarmed strike or use a Signature Move against the attacker. Signature Moves require ki points to use, as normal.

Killer Move

When a follower of the Way of the Street Fighter reaches 17th level, they learn to unlock their ultimate potential, gaining the ability to unleash ultimate power. Choose one of the following Killer Moves.

Demon Attacks

You gain frightening speed for a brief moment, making many attacks all at once. As an action, you can spend 5 ki points to make 6 unarmed strikes against the same target.

Energy Beam

Your focused energy allows you to even deal with enemies far away from you. As an action, you can spend 5 ki points to make a beam of energy flash out from your hand in a 5-foot-wide, 100-foot-long line. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 8d8 force damage. On a successful save, it takes half as much damage.

Lightning Rush

You focus your energy and transform yourself into a bolt of lightning. As an action, you can spend 5 ki points to teleport yourself up to 60 feet to an unoccupied space you can see. Each creature you choose in a 5-foot line between your starting point and your destination must make a Dexterity saving throw. On a failed save, a creature takes 8d6 lightning damage. On a successful save, it takes half as much damage.

Raging Storm

You gather your energy together in a swirling force that forces those around you to be repelled forcefully. As an action, you can spend 5 ki points to strike the ground forcefully, creating a brief storm of force. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw take 5d6 force damage as well as 5d6 thunder damage and be pushed up to 10 feet from you and knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't pushed away or knocked prone.

Spinning Pile Driver

You have learned the ultimate grappling technique. You can throw someone around and deal massive damage to them. As an action, you can spend 5 ki points to throw a target you have grappled. The creature you are grappling must make a Strength saving throw or take 20d6 bludgeoning damage and become restrained. On a successful save, the creature takes half the damage and isn't restrained. Instead of restraining the creature, you can throw the creature. If you do and the creature fails the saving throw, it is flung up to 20 feet away from you in any direction. If the thrown target strikes an object, such as a wall or floor, the target takes 1d6 bludgeoning damage for every 10 feet it was thrown.

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