Monk
Base Class: Monk

You've trained to grow stronger with each punch. With each uninterrupted punch you're punch grows stronger, but resets at the end of your turn or if you were interrupted. This is because you draw on more ki for each punch, and in turn, your punches get stronger than the last.

Faster Blows

Since each blow makes you stronger, you've learned to get more in in a shorter amount of times. At 3rd level, when you use Flurry Of Blows you get 3 more Unarmed Strikes instead of 2. Also, at 5th level you gain a second Bonus Action that can only be used for Flurry Of Blows, and you must use 2 Ki points instead of 1 to use it.

Combo Star

At 3rd level, after your first Unarmed Strike, the next one does another 1d6 of damage. The one after that does 2d6, then 3d6, then so on and so forth, The die resets if- Your turn has ended, the Unarmed strike didn't land, or if you are interrupted in any way. The die increases to d8's at level 10. You must use 2 ki point to start the chain.

Early Start

At 6th level, at the end of a creatures turn, if your turn is to come after it, you can use your reaction to move half of your movement speed towards the creature and do an Unarmed Strike on the creature. This Unarmed Strike can be the start of a Combo Star.

Combo Restore

When a combo breaks, you can make a surge of Ki flow through you to keep it going. At 11th level, you can spend 3 Ki points to restore a combo that was broken. However you take 4d6 of damage because of the sudden surge of Ki and you can only do this once per long rest.

50 Round Combo Star!

48, 49, .. 50!! At 17th level, you can use 2 actions and 5 Ki points to punch a creature 50 times! You deal 25d10 Bludgeoning Damage but not without a cost. You yourself take half of the damage you put out and you gain 5 points of exhaustion afterwards. Along with that the muscles in your arms tear and you must wait 1d4 weeks before using your arms again. For this attack to even work, you must roll to hit 3 times and all three must hit.

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